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3D Game Engine Programming (Game Development Series)
US $15.00
ApproximatelyRM 61.97
Condition:
Good
A book that has been read but is in good condition. Very minimal damage to the cover including scuff marks, but no holes or tears. The dust jacket for hard covers may not be included. Binding has minimal wear. The majority of pages are undamaged with minimal creasing or tearing, minimal pencil underlining of text, no highlighting of text, no writing in margins. No missing pages.
Postage:
US $5.38 (approx RM 22.22) USPS Media MailTM.
Located in: Pomeroy, Washington, United States
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Estimated between Tue, 1 Oct and Sat, 5 Oct to 43230
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eBay item number:126444118706
Item specifics
- Condition
- Book Title
- 3D Game Engine Programming (Game Development Series)
- Country/Region of Manufacture
- Canada
- ISBN
- 9781592003518
- Subject Area
- Computers
- Publication Name
- 3d Game Engine Programming
- Publisher
- Course Technology
- Item Length
- 9 in
- Subject
- Programming / Games, General
- Publication Year
- 2004
- Type
- Textbook
- Format
- Trade Paperback
- Language
- English
- Item Height
- 2.3 in
- Item Weight
- 27.7 Oz
- Item Width
- 7.3 in
- Number of Pages
- 896 Pages
About this product
Product Identifiers
Publisher
Course Technology
ISBN-10
1592003516
ISBN-13
9781592003518
eBay Product ID (ePID)
30225107
Product Key Features
Number of Pages
896 Pages
Publication Name
3d Game Engine Programming
Language
English
Publication Year
2004
Subject
Programming / Games, General
Type
Textbook
Subject Area
Computers
Format
Trade Paperback
Dimensions
Item Height
2.3 in
Item Weight
27.7 Oz
Item Length
9 in
Item Width
7.3 in
Additional Product Features
Intended Audience
Scholarly & Professional
LCCN
2004-090737
Dewey Edition
22
Illustrated
Yes
Dewey Decimal
794.8/1526
Table Of Content
Introduction Part I: Introduction to the Topics 1. 3D Engines and Game Programming 2. Designing the Engine 3. Engineering the Engine 4. Fast 3D Calculus Part II: Rendering Graphics 5. Materials, Textures, and Transparency 6. The Render Device of the Engine 7. 3D Pipelines and Shaders 8. Loading and Animating 3D Models Part III: Support Modules for the Engine 9. The Input Interface of the Engine 10. The Audio Interface of the Engine 11. The Network Interface of the Engine 12. Timing and Movement in the Engine 13. Scene Management Part IV: Black Art of Game Programming 14. Computer-Aided Design (CAD) Tools 15. Deathmatch Shooter
Synopsis
The availability of a game engine which is ready to rock simplifies the development process of a game, allowing developers to concentrate on the game and gameplay experience., A full-blown game engine is now an important industrial asset. Current engines exist with licensing fees of several $100,000, plus profit share costs. Because of these high costs, hobbyist game programmers are eager to learn how to write their own engines. The availability of a game engine which is ready to rock simplifies the development process of a game, allowing developers to concentrate on the game and gameplay experience. "3D Game Engine Programming" shows game programmers how to develop such an engine., Developing your own 3D game engine can be a demanding task. If you're up for the challenge, then "3D Game Engine Programming" is ready to take you through each step. All you need to begin is a working knowledge of C or C++and basic knowledge of the DirectX and Direct3D interfaces. With these skills behind you, you're ready to tackle the mathematical concepts and API-independent interfaces that will add up to your working game engine. This book takes you beyond simply building your game engine, showing you how you can apply it to implement a network deathmatch first-person shooter. You'll also cover additional tasks such as implementing a level editor to build your own 3D levels from scratch with a graphical user interface., Developing your own 3D game engine can be a demanding task. If you’re up for the challenge, then "3D Game Engine Programming" is ready to take you through each step. All you need to begin is a working knowledge of C or C++and basic knowledge of the DirectX and Direct3D interfaces. With these skills behind you, you’re ready to tackle the mathematical concepts and API-independent interfaces that will add up to your working game engine. This book takes you beyond simply building your game engine, showing you how you can apply it to implement a network deathmatch first-person shooter. You’ll also cover additional tasks such as implementing a level editor to build your own 3D levels from scratch with a graphical user interface.
LC Classification Number
QA76.76.C672
Item description from the seller
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