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3D Game Engine Programming (Game Development Series)

US $15.00
ApproximatelyRM 61.97
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    Located in: Pomeroy, Washington, United States
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    eBay item number:126444118706
    Last updated on Jun 04, 2024 08:46:07 MYTView all revisionsView all revisions

    Item specifics

    Condition
    Good: A book that has been read but is in good condition. Very minimal damage to the cover including ...
    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
    Author
    Oliver Duvel, Stefan Zerbst
    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
    Author
    Oliver Duvel, Stefan Zerbst
    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

    Coffeeanddreamsthifting

    Coffeeanddreamsthifting

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