Building a 3D Game Engine in C++
Seiten
1995
John Wiley & Sons Inc
978-0-471-12326-2 (ISBN)
John Wiley & Sons Inc
978-0-471-12326-2 (ISBN)
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This guide shows programmers how to write a 3D game engine from scratch by providing all of the technical information and programming code necessary. The author focuses on creating a game engine that the programmer can then customize to produce a variety of games.
This guide shows programmers how to write a 3D game engine from scratch by providing all of the technical information and programming code necessary. The author focuses on creating a game engine that the programmer can then customize to produce a variety of 3D games. Topics range from creating 2D and 3D graphics, to programming specific input devices (like a mouse or joystick), and using artificial intelligence algorithms to make intelligent monsters for the game. The software included with this package contains a C++ library of programming commands that greatly simplifies the programming of 3D games. The disk also has source code from the book, and a working game engine built with the techniques described in the book.
This guide shows programmers how to write a 3D game engine from scratch by providing all of the technical information and programming code necessary. The author focuses on creating a game engine that the programmer can then customize to produce a variety of 3D games. Topics range from creating 2D and 3D graphics, to programming specific input devices (like a mouse or joystick), and using artificial intelligence algorithms to make intelligent monsters for the game. The software included with this package contains a C++ library of programming commands that greatly simplifies the programming of 3D games. The disk also has source code from the book, and a working game engine built with the techniques described in the book.
BRIAN HOOK is a software engineer who specializes in creating 3D games that run under DOS. Brian has been programming professionally for six years, and has worked as a contractor for several game companies, including Rocket Science. He has also published articles in Dr. Dobb's Journal and PC Techniques. from scratch!
An Approach to Games Programming; Graphics in Two Dimensions; Fixedpoint Math; A Three-Dimensional Graphics Primer; Designing a 3D Game; Organizing Your Data; Input Devices; Hidden Surface Removal; Drawing an Object; Shading; Texture Mapping; Faking Fog, Haze and Night Effects; Simplifying for Speed; Collision and Boundary Detection; Automatons; Asteroids!; Advanced Topics.
Erscheint lt. Verlag | 4.8.1995 |
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Zusatzinfo | Illustrations |
Verlagsort | New York |
Sprache | englisch |
Maße | 188 x 234 mm |
Gewicht | 765 g |
Einbandart | Paperback |
Themenwelt | Mathematik / Informatik ► Informatik ► Programmiersprachen / -werkzeuge |
Informatik ► Weitere Themen ► Computerspiele | |
ISBN-10 | 0-471-12326-9 / 0471123269 |
ISBN-13 | 978-0-471-12326-2 / 9780471123262 |
Zustand | Neuware |
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