Cover image for 3D Game Engine Programming.
3D Game Engine Programming.
Title:
3D Game Engine Programming.
Author:
Zerbst, Stefan.
Personal Author:
Physical Description:
1 online resource (896 pages)
Contents:
Contents -- Introduction -- PART I: INTRODUCTION TO THE TOPICS -- Chapter 1 3D Engines and Game Programming -- Buzzword Engine -- A Kind of Magic -- The Development Process of a Video Game -- Direct3D versus OpenGL Wars -- Why Do It the Hard Way If There Is an Easy Way? -- Get Ready to Rock -- Chapter 2 Designing the Engine -- Requirements for the Engine -- API Independence through Interface Definitions -- The Structure of the Engine -- Components of the Engine -- One Look Back, Two Steps Forward -- Chapter 3 Engineering the Engine -- What Is an Interface? -- Defining the Interface -- Workspace for the Implementations -- Implementing the Static Library -- Implementing the DLL -- Testing the Implementation -- One Look Back, Two Steps Forward -- Chapter 4 Fast 3D Calculus -- Fast, Faster, the Fastest -- Working with Vectors -- Working with Matrices -- Working with Rays -- Working with Planes -- Working with AABBs and OBBs -- Working with Polygons -- Working with Quaternions -- One Look Back, Two Steps Forward -- PART II: RENDERING GRAPHICS -- Chapter 5 Materials, Textures, and Transparency -- Middle Management -- A Class for Skins -- Adding Skins and Textures -- Adding Textures -- Adjusting the Transparency of Textures -- One Look Back, Two Steps Forward -- Chapter 6 The Render Device of the Engine -- Project Settings -- View and Projection -- Vertex Structures -- Shader Support -- Activating Render States -- Rendering Primitives Efficiently -- Rendering Text, Points, and Lines -- Rendering Point Lists -- Presenting a Scene -- Demo Application Using the DLL -- One Look Back, Two Steps Forward -- Chapter 7 3D Pipelines and Shaders -- Shader Basics -- Shader Techniques and Samples -- One Look Back, Two Steps Forward -- Chapter 8 Loading and Animating 3D Models -- Triumphant Advance of Skeletal Animation -- The CBF File Format.

Processing the Data in the Memory -- Using the Animated Model -- One Look Back, Two Steps Forward -- PART III: SUPPORT MODULES FOR THE ENGINE -- Chapter 9 The Input Interface of the Engine -- Good Old Interface Design -- Interface Definition for an Input Class -- Base Class for Input Devices -- Getting Down to the Keys -- The Pied Piper of Redmond -- No Joy without a Joystick -- Implementing the Interface -- Demo Application -- One Look Back, Two Steps Forward -- Chapter 10 The Audio Interface of the Engine -- Quick and Painlessly -- Implementing the Interface -- Demo Application -- One Look Back, Two Steps Forward -- Chapter 11 The Network Interface of the Engine -- Network Games -- Network Architecture -- Network Technology -- Implementing a Network Library -- Demo Application -- One Look Back, Two Steps Forward -- Chapter 12 Timing and Movement in the Engine -- Different Camera Modes -- Movement by a ZFXMovementController -- Demo Application -- One Look Back, Two Steps Forward -- Chapter 13 Scene Management -- The Concept of Scene Management -- Scene Management Techniques -- Implementing a BSP Tree -- Class Declaration -- Implementing an Octree -- Demo Application: Octree and BSP Tree -- One Look Back, Two Steps Forward -- PART IV: BLACK ART OF GAME PROGRAMMING -- Chapter 14 Computer-Aided Design (CAD) Tools -- Using CAD Tools -- Low-Polygon Editor: PanBox-Edit -- Class Design of the Tool -- Selected Aspects of the GUI -- One Look Back, Two Steps Forward -- Chapter 15 Deathmatch Shooter -- Deathmatch Shooter: Pandora's Legacy -- In the Shadows of Ourselves -- Loading a Level -- Rendering a Level -- Integrating Characters -- CGame, a Class of Its Own -- One Look Back, Two Steps Forward -- Epilogue -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
Added Author:
Electronic Access:
Click to View
Holds: Copies: