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Author: David H. Eberly
ISBN : B001C4QKD4
New from $21.20
Format: PDF
Free download Free Download 3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic for everyone book mediafire, rapishare, and mirror link
Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development. Dave's new book 3D Game Engine Architecture continues the tradition with a comprehensive look at the software engineering and programming of 3D engines.
This book is a complete guide to the engineering process, starting with a walk-through of the graphics pipeline showing how to construct the core elements of 3D systems, including data structures, the math system, and the object system. Dave explains how to manage data with scene graphs, how to build rendering and camera systems, and how to handle level of detail, terrain, and animation.
Advanced rendering effects such as vertex and pixel shaders are also covered as well as collision detection and physics systems. The book concludes with a discussion of application design, development tools, and coding standards for the source code of the new version of the Wild Magic engine included on the CD-ROM. Wild Magic is a commercial-quality game engine used by many companies and is a unique resource for the game development community.
Direct download links available for Free Download 3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3d Technology) [Kindle Edition]
- File Size: 6138 KB
- Print Length: 752 pages
- Publisher: Morgan Kaufmann (December 17, 2004)
- Sold by: Amazon Digital Services, Inc.
- Language: English
- ASIN: B001C4QKD4
- Text-to-Speech: Enabled
X-Ray:
- Lending: Not Enabled
- Amazon Best Sellers Rank: #810,881 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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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