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    3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic

    3D Game Engine Architecture by Eberly, David;

    Engineering Real-Time Applications with Wild Magic

    Series: The Morgan Kaufmann Series in Interactive 3D Technology;

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      • Publisher's listprice GBP 135.00
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    68 323 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Edition number 1
    • Publisher CRC Press
    • Date of Publication 17 December 2004

    • ISBN 9780122290640
    • Binding Hardback
    • No. of pages752 pages
    • Size 235x191 mm
    • Weight 1560 g
    • Language English
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    Short 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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    Long description:

    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.



    "Eberly has done it again. [Here] is everything needed for the development of commercial quality 3d games...Let the games begin." -Timothy Prepscius, DimensionDoor, Inc.

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    Table of Contents:

    About the Author; Preface; Chapter 1 Introduction; Chapter 2 Core Systems; Chapter 3 Scene Graphs and Renderers; Chapter 4 Advanced Scene Graph Topics; Chapter 5 Advanced Rendering Topics; Chapter 6 Collision Detection; Chapter 7 Physics; Chapter 8 Applications; Appendix A Coding Conventions; References; Index; About the CD-ROM

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