3D Games Programming
Using DirectX 10 and Open GL
Seiten
2008
|
New edition
Cengage Learning EMEA (Verlag)
978-1-84480-877-9 (ISBN)
Cengage Learning EMEA (Verlag)
978-1-84480-877-9 (ISBN)
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Focuses on the different elements making up a 3-D first-person shooter game engine using a bottom-up approach. This book teaches how to create his or her own next-generation 3-D game engine with support for vertex and pixel shading GPU techniques (via Cg and HLSL), dynamic lighting and shadowing (via stencil shadow volumes).
3D Game Programming focuses on all the elements making up a 3-D first-person shooter game engine using a bottom-up approach. By following the easy-to-read text, the reader will learn how to create his or her own next-generation 3-D game engine with support for vertex and pixel shading GPU techniques (via Cg and HLSL), dynamic lighting and shadowing (via stencil shadow volumes), geometric meshes, audio, artificial intelligence, physics, environmental reflections, refraction and advanced lighting techniques such as High Dynamic Range lighting.
Dealing with the cross-platform programming of 3-D Games for both Linux/MacOS X (via OpenGL/GLUT) and Windows (via DirectX 10 or OpenGL/GLUT) platforms, this book bridges an existent rift in the game development community. In addition to covering these APIs in-depth, the reader is also introduced to other game programming topics such as game development techniques and methodologies, particle systems, shader-based special effects, physics-based animation and artificial intelligence, making this the most comprehensive game programming guide around.
3D Game Programming focuses on all the elements making up a 3-D first-person shooter game engine using a bottom-up approach. By following the easy-to-read text, the reader will learn how to create his or her own next-generation 3-D game engine with support for vertex and pixel shading GPU techniques (via Cg and HLSL), dynamic lighting and shadowing (via stencil shadow volumes), geometric meshes, audio, artificial intelligence, physics, environmental reflections, refraction and advanced lighting techniques such as High Dynamic Range lighting.
Dealing with the cross-platform programming of 3-D Games for both Linux/MacOS X (via OpenGL/GLUT) and Windows (via DirectX 10 or OpenGL/GLUT) platforms, this book bridges an existent rift in the game development community. In addition to covering these APIs in-depth, the reader is also introduced to other game programming topics such as game development techniques and methodologies, particle systems, shader-based special effects, physics-based animation and artificial intelligence, making this the most comprehensive game programming guide around.
1. Introduction to Game Development
2. OpenGL vs. DirectX as API
3. The Component Object Model and DirectX
4. Window Creation and Control
5. Input Control
6. Rendering: Direct3D and OpenGL
7. Viewing and Transformations
8. Color and Texture Mapping
9. Lighting
10. Alpha Blending and Fog
11. Shadows
12. Height Maps, Hidden Surface Removal, Clipping and Level of Detail Algorithms
13. Polygonal Meshes and Animation
14. Physics Modeling
15. Artificial Intelligence
16. Audio
17. Creating an Interactive 3D Environment
Verlagsort | London |
---|---|
Sprache | englisch |
Maße | 187 x 241 mm |
Gewicht | 1044 g |
Themenwelt | Informatik ► Software Entwicklung ► Spieleprogrammierung |
ISBN-10 | 1-84480-877-7 / 1844808777 |
ISBN-13 | 978-1-84480-877-9 / 9781844808779 |
Zustand | Neuware |
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