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.
Author(s): Stefan Zerbst, Oliver Duvel
Edition: 1
Publisher: Course Technology PTR
Year: 2004
Language: English
Pages: 896
Acknowledgements
......Page 6
About the Authors
......Page 8
About the Series Editor
......Page 9
Letter from the Series Editor
......Page 10
Table of Contents
......Page 11
Part 1: Introduction to the Topics
......Page 33
Chp 1: 3D Engines and Game Programming
......Page 35
Chp 2: Designing the Engine
......Page 63
Chp 3: Engineering the Engine
......Page 73
Chp 4: Fast 3D Calculus
......Page 123
Part 2: Rendering Graphics......Page 219
Chp 5: Materials, Textures, and Transparency
......Page 221
Chp 6: The Render Device of the Engine
......Page 267
Chp 7: 3D Pipelines and Shaders
......Page 367
Chp 8: Loading and Animating 3D Models
......Page 419
Part 3: Support Modules for the Engine......Page 477
Chp 9: The Input Interface of the Engine
......Page 479
Chp 10: The Audio Interface of the Engine
......Page 515
Chp 11: The Network Interface of the Engine
......Page 535
Chp 12: Timing and Movement in the Engine
......Page 601
Part 4: Black Art of Game Progamming
......Page 697
Chp 14: CAD Tools
......Page 699
Chp 15: Deathmatch Shooter
......Page 819
Epilogue
......Page 875
Index
......Page 877