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3D game engine design a practical approach to real-time computer graphics

A major revision of the international bestseller on game programming! Graphics hardware has evolved enormously in the last decade. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. 3D Game Engine Design, Second Edition shows step-by-step how to make a shader-based graphics engine and how to tame the new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics - all challenging subjects for developers. * Revision of the classic work on game engines - the core of any game. * Includes Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. * Fully revised and updated in 4 colors, including major new content on shader programming, physics, and memory management for the next generation game consoles and portables.

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http://schema.org/alternateName

  • "3D游戏引擎设计"
  • "Practical approach to real-time computer graphics"
  • "ThreeD game engine design"
  • "实时计算机图形学的应用方法"
  • "Game engine design"
  • "Three-D game engine design"
  • "3Dyou xi yin qing she ji"@en
  • "3D you xi yin qin she ji"
  • "Shi shi ji suan ji tu xing xue de ying yong fang fa"

http://schema.org/description

  • "This updated edition contains more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. Includes a CD-ROM with the source code for a commercial-quality game engine."
  • "A major revision of the international bestseller on game programming! Graphics hardware has evolved enormously in the last decade. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. 3D Game Engine Design, Second Edition shows step-by-step how to make a shader-based graphics engine and how to tame the new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics - all challenging subjects for developers. * Revision of the classic work on game engines - the core of any game. * Includes Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. * Fully revised and updated in 4 colors, including major new content on shader programming, physics, and memory management for the next generation game consoles and portables"
  • "This book describes, at a professional level, the software design and implementation required for physically-based modelling in graphics."
  • "A major revision of the international bestseller on game programming! Graphics hardware has evolved enormously in the last decade. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. 3D Game Engine Design, Second Edition shows step-by-step how to make a shader-based graphics engine and how to tame the new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics - all challenging subjects for developers. * Revision of the classic work on game engines - the core of any game. * Includes Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. * Fully revised and updated in 4 colors, including major new content on shader programming, physics, and memory management for the next generation game consoles and portables."@en
  • "A major revision of the international bestseller on game programming! Graphics hardware has evolved enormously in the last decade. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. 3D Game Engine Design, Second Edition shows step-by-step how to make a shader-based graphics engine and how to tame the new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics - all challenging subjects for developers. * Revision of the classic work on game engines - the core of any game. * Includes Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. * Fully revised and updated in 4 colors, including major new content on shader programming, physics, and memory management for the next generation game consoles and portables."
  • "A major revision of the international bestseller on game programming!Graphics hardware has evolved enormously in the last decade. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. 3D Game Engine Design, Second Edition shows step-by-step how to make a shader-based graphics engine and how to tame the new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the."@en
  • "A major revision of the international bestseller on game programming!Graphics hardware has evolved enormously in the last decade. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. 3D Game Engine Design, Second Edition shows step-by-step how to make a shader-based graphics engine and how to tame the new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the."

http://schema.org/genre

  • "Llibres electrònics"
  • "Ressources Internet"
  • "Electronic books"@en
  • "Electronic books"

http://schema.org/name

  • "3D game engine design : a practical approach to real-time computer graphics = 3D you xi yin qin she ji : shi shi ji suan ji tu xing xue de ying yong fang fa"
  • "3D game design engine design : a practical approach to real-time computer graphics"
  • "3D game engine design : a practical approach to real-time computer graphic"
  • "3D game engine design a practical approach to real-time computer graphics"@en
  • "3D game engine design a practical approach to real-time computer graphics"
  • "3D game engine design : A practical approach to real-time computer graphics = 3Dyou xi yin qing she ji : shi shi ji suan ji tu xing xue de ying yong fang fa"@en
  • "<&gt"
  • "3D game engine design : a practical approach to real-time computer graphics"@en
  • "3D game engine design : a practical approach to real-time computer graphics"
  • "3D Game Engine Design a Practical Approach to Real-Time Computer Graphics"@en
  • "3D Game Engine Design a Practical Approach to Real-Time Computer Graphics"
  • "3D Game Engine Design A Practical Approach To Real-Time Computer Graphics"
  • "3D game engine design : a practical approach to real-time computer graphics = 3D游戏引擎设计 : 实时计算机图形学的应用方法"

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