3D Games
Addison Wesley
978-0-201-61921-8 (ISBN)
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This is the first academic games programming book/CD package that is expressly written for new degree courses in 3D-games programming. Authors introduce the theory behind the design of computer games and detail advanced techniques used in the industry.
Students will be able to develop their own games within the game 'skeletons' accompanying the book, and will learn how to program complex games. This book could also be used for a more standard undergraduate 3D graphics programming course, with the games context being highly motivational.
This book is a comprehensive treatment of current 3D games technology, including:
* Theoretical foundations
* Classical 3D graphics
* Real-time rendering technology
* Dynamics
* Collision detection
* Artificial Intelligence
* Image-based rendering
* Multi-player technology
* Software technology
* Engine architecture
The text is written around an actual engine that implements most of the described techniques and accompanies the book on a CD-ROM. Readers can try out their own ideas by writing source code and can experiment with existing demonstrations by writing or altering plug-ins.
The supplied engine features are:
* BSP/PVS render management
* Light maps for static geometry
* Diffuse and specular (hardware) vertex lighting for dynamic objects
* Volumetric fog with fog maps
* Detail textures
* Multi-texture support
* Collision detection
* Dynamic lights
* Dynamic Shadows
* Physically based animations
* Animated meshed
* Tri-strips and fans
* Subdivision surfaces
* 3D sound support
* Complete plug-in directed
Foundations
1. Mathematical fundamentals of 3D computer graphics
2. Modelling and representation 1 - comparative and polygon mesh models
3. Modelling and representation 2 - the economics of polygon meshes
4. Representation and modelling 3 - landscape specialisations
5. Modelling and representation 4 - Breezier, B-spline and subdivision surfaces
Classical 3D graphics
6. Classic polygon mesh rendering technology
7. Classic mapping techniques
8. Anti-aliasing theory and practice Real-time rendering
9. Visibility processing of complex scenes
10. Lighting in games
11. Shadows in games
12. Multi-pass rendering
Control of objects
13. Motion control - kinematic 14. Control by dynamic simulation
15. Collision detection
16. Interactive control
17. Behaviour and AI
2D Technology
18. Two-dimensional techniques
19. Image-based rendering
Software technology
20. Multi-player game technology
21. Engine architecture
22. Fly3D SDK reference
Appendix A Fly3D SDK reference
References
Index
Erscheint lt. Verlag | 24.10.2000 |
---|---|
Reihe/Serie | ACM Press |
Verlagsort | Boston |
Sprache | englisch |
Maße | 241 x 188 mm |
Gewicht | 1730 g |
Themenwelt | Informatik ► Weitere Themen ► Computerspiele |
Informatik ► Weitere Themen ► Hardware | |
ISBN-10 | 0-201-61921-0 / 0201619210 |
ISBN-13 | 978-0-201-61921-8 / 9780201619218 |
Zustand | Neuware |
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