Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development. Dave's new book 3D Game Engine Architecture continues the tradition with a comprehensive look at the software engineering and programming of 3D engines.
This book is a complete guide to the engineering process, starting with a walk-through of the graphics pipeline showing how to construct the core elements of 3D systems, including data structures, the math system, and the object system. Dave explains how to manage data with scene graphs, how to build rendering and camera systems, and how to handle level of detail, terrain, and animation.
Advanced rendering effects such as vertex and pixel shaders are also covered as well as collision detection and physics systems. The book concludes with a discussion of application design, development tools, and coding standards for the source code of the new version of the Wild Magic engine included on the CD-ROM. Wild Magic is a commercial-quality game engine used by many companies and is a unique resource for the game development community.
David H. Eberly
Most Helpful Customer Reviews
In preparation for my 3D game engine, I have been trying to read all I can on 3D engine design and architecture. Although there are some good books out there, it's very difficult to find a text that will walk you through everything you need to know. That said, 3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic by David H. Eberly gives it a good attempt.
The book covers the author's Wild Magic engine, and discusses certain choices he made when developing the engine. It briefly touches on OpenGL, discusses abstracting away platform-specific details, 3D mathematics (and there is a lot of math in this book), an object system, scene-graphs, level of detail, render states, sorting, terrain, animation, collision detection, physics, and more. A lot of ground is covered in less than 800 pages.
However, I found much of the book difficult to follow and still feel like I could have a better picture of the "architecture" of an engine. When I think...
Well, needless to say, Eberly rocks. This is a great book on game engine architecture - even though it's less mathematically intensive than Eberly's other books (which, for many, is a good thing), it has a very good coverage of software engineering aspects of game engines, as it explains in detail how (and why) the WildMagic engine is organized. Do keep in mnid, though, that the book's purpose is not teacing how to develop games or algorithms for that - it's a software engineering book, and a good one at that.
One of the criticisms I had of Dave Eberly's previous 3D Game Engine Design is that it didn't really say much about how to design an engine. Rather, it focused mostly on the programming/implementation details, which was disappointing to some. This new book is what many people expected from the older book.
In this book, the author walks through the design and architecture of a 3D game engine, using his Wild Magic engine as an example, but also drawing on his experience developing NDL's NetImmerse. Throughout, he describes why each design decision was made, and in many cases alternative solutions are discussed as well. This isn't just a high level discussion, however, as ample source code, figures, equations, and sample applications are included to get you started with implementation.
The topics covered include the core engine systems, scene graphs, renderers, cameras, LOD, animation, terrain, special effects, physics and collision detection. Numerous sample...
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