Rating:
(9 reviews)
Author: Visit Amazon's David H. Eberly Page
ISBN : 012229064X
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Format: PDF, EPUB
Download books file now Free Download 3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3d Technology) Hardcover from with Mediafire Link Download Link
Review
"Readers of Eberly's previous books,
3D Game Engine Design and
Geometric Tools for Computer Graphics, asked for a volume with more code samples and fewer equations. This book will please and aid them greatly.. That key points are sometimes underscored with a dry wit is characteristic of how a great teacher makes studying a difficult topic personally rewarding for the student." -Joseph Goldstone, Lilliputian Pictures
"Credo Interactive has been using the WildMagic API for the past 3 years in various commercial projects.
3D Game Engine Architecture provides an excellent source of theoretical background and practical usage information for the API. Together the textbook and the WildMagic sourcecode form a comprehensive and well designed foundation for any 3D application." -Lars Wilke, Director of Development, Credo Interactive Inc.
"For those that have searched for a commercial quality rendering library available at virtually no cost and with extensive clear documentation. Let them look no further. From low level structures, to high level application design, Eberly has laid out everything necessary for commercial quality game development. May the projects inspired by his writings be plentiful and prosperous." -Timothy Prepscius, DimensionDoor, Inc.
Book Description
The eagerly awaited companion to the bestselling 3D Game Engine Design- the book that set a standard for the industry
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Direct download links available for Free Download 3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic
- Series: The Morgan Kaufmann Series in Interactive 3d Technology
- Hardcover: 752 pages
- Publisher: CRC Press (December 17, 2004)
- Language: English
- ISBN-10: 012229064X
- ISBN-13: 978-0122290640
- Product Dimensions: 1.5 x 7.6 x 9.2 inches
- Shipping Weight: 3.6 pounds (View shipping rates and policies)
Free Download 3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic
This is an acceptable introductory book for the architecture of an AAA-quality game engine, under the consideration that it has so little competition.
The most significant criticism I have of the book is its repeated digression of topics into a documentation of the Wild Magic engine. If you intend to use the Wild Magic engine, I highly recommend the book, but for anyone not using it, this book saves far too few pages for discussions of general engine architecture.
For example, the entire second chapter is basically a documentation of the basic types defined for the Wild Magic engine. If you are architecting a large scale project, you do not want to start the discussion with talk of a smart pointer class. Or an array class. Unfortunately, this is exactly how the book begins.
Throughout the book, the reader is constantly forced to shift through documentation for each Wild Magic class. While the author does use the engine to illustrate points, often the point is so heavily mixed with the documentation that it is tedious to pick out the general discussion.
My secondary criticism of the book is that too many words are used in specific (but uncommon) ways - making it hard to follow at times. The sad part is that the author acknowledges this for some words (which helps the reader) but fails to for others. An example of the latter is when the author concedes that he uses the word `animation' to mean any event that happens over a period of time. You will not find that definition in any dictionary, but at least he specifies his intent, which is slightly forgivable. What is not forgivable is the other phrases/words that are not acknowledged as being uncommonly used, such as `world bounds' and `local bounds'.
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