3D game engine programming

  • 作者: Zerbst, Stefan.
  • 其他作者: Duval, Oliver.
  • 出版: Boston, MA : Premier Press ©2004.
  • 稽核項: 1 online resource (xxxi, 860 pages) :illustrations.
  • 叢書名: Game development series , Premier game development series , Premier Press game development books
  • 標題: Electronic books. , Humaniora Etnologi og folkloristik. , GAMES Video & Electronic. , DirectX. , GAMES , Electronic book. , Computer games Programming. , Programming. , Video & Electronic. , Computer games
  • ISBN: 1592003516 , 9781592003518
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  • 附註: Accompanying CD-ROM includes Microsoft DirectX 9 SDK; source code from the book; sample chapters from other books in the Game development series. "Thomson Course Technology PTR"--Title page verso. Includes index. ""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""
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  • 系統號: 005310307
  • 資料類型: 電子書
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  • 引用網址: 複製連結