3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic
David H. Eberly
- 出版商: Morgan Kaufmann
- 出版日期: 2004-12-17
- 定價: $3,600
- 售價: 8.0 折 $2,880
- 語言: 英文
- 頁數: 756
- 裝訂: Hardcover
- ISBN: 012229064X
- ISBN-13: 9780122290640
-
相關分類:
遊戲設計 Game-design
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商品描述
Description:
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.
Table of Contents:
About the Author
Preface
Chapter 1 Introduction
1.1 Drawing a Triangle
1.2 Drawing a Triangle Mesh
1.3 Drawing a Complicated Scene
1.4 Abstraction of Systems
Chapter 2 Core Systems
2.1 The Low-Level System
2.1.1 Basic Data Structures
2.1.2 Encapsulating Platform-Specific Concepts
2.1.3 Endianness
2.1.4 System Time
2.1.5 File Handling
2.1.6 Memory Allocation and Deallocation
2.2 The Mathematics System
2.2.1 Basic Mathematics Functions
2.2.2 Fast Functions
2.2.3 Vectors
2.2.4 Matrices
2.2.5 Quaternions
2.2.6 Lines and Planes
2.2.7 Colors
2.3 The Object System
2.3.1 Run-Time Type Information
2.3.2 Names and Unique Identifiers
2.3.3 Sharing and Smart Pointers
2.3.4 Controllers
2.3.5 Streaming
2.3.6 Cloning
2.3.7 String Trees
2.3.8 Initialization and Termination
Chapter 3 Scene Graphs and Renderers
3.1 The Core Classes
3.1.1 Motivation for the Classes
3.1.2 Spatial Hierarchy Design
3.1.3 Instancing
3.2 Geometric State
3.2.1 Transformations
3.2.2 Bounding Volumes
3.2.3 The Core Classes and Geometric Updates
3.3 Geometric Types
3.3.1 Points
3.3.2 Line Segments
3.3.3 Triangle Meshes
3.3.4 Particles
3.4 Render State
3.4.1 Global State
3.4.2 Lights
3.4.3 Textures
3.4.4 Multitexturing
3.4.5 Effects
3.4.6 The Core Classes and Render State Updates
3.5 Renderers and Cameras
3.5.1 Camera Models
3.5.2 Basic Architecture for Rendering
3.5.3 Single-Pass Drawing
3.5.4 The DrawPrimitive Function
3.5.5 Cached Textures and Vertex Attributes
3.5.6 Global Effects and Multipass Support
Chapter 4 Advanced Scene Graph Topics
4.1 Level of Detail
4.1.1 Billboards
4.1.2 Display of Particles
4.1.3 Discrete Level of Detail
4.1.4 Continuous Level of Detail
4.1.5 Infinite Level of Detail
4.2 Sorting
4.2.1 Binary Space Partitioning Trees
4.2.2 Portals
4.2.3 Sorting Children of a Node
4.2.4 Deferred Drawing
4.3 Curves and Surfaces
4.3.1 Parametric Curves
4.3.2 Parametric Surfaces
4.3.3 Curve Tessellation by Subdivision
4.3.4 Surface Tessellation by Subdivision
4.4 Terrain
4.4.1 Data Representations
4.4.2 Level of Detail
4.4.3 Terrain Pages and Memory Management
4.5 Controllers and Animation
4.5.1 Keyframe Animation
4.5.2 Morphing
4.5.3 Points and Particles
4.5.4 Skin and Bones
4.5.5 Inverse Kinematics
Chapter 5 Advanced Rendering Topics
5.1 Special Effects Using the Fixed-Function Pipeline
5.1.1 Vertex Coloring
5.1.2 Single Textures
5.1.3 Dark Maps
5.1.4 Light Maps
5.1.5 Gloss Maps
5.1.6 Bump Maps
5.1.7 Environment Maps
5.1.8 Projected Textures
5.1.9 Planar Shadows
5.1.10 Planar Reflection
5.2 Special Effects Using Vertex and Pixel Shaders
5.2.1 Scene Graph Support
5.2.2 Renderer Support
5.2.3 Automatic Source Code Generation
Chapter 6 Collision Detection
6.1 Distance-Based Methods
6.1.1 A Plan of Attack
6.1.2 Root Finding Using Newton's Method
6.1.3 Root Finding Using Bisection
6.1.4 Hybrid Root Finding
6.1.5 An Abstract Interface for Distance Calculations
6.2 Intersection-Based Methods
6.2.1 An Abstract Interface for Intersection Queries
6.3 Line-Object Intersection
6.3.1 Intersections between Linear Components and Triangles
6.3.2 Intersections between Linear Components and Bounding Volumes
6.3.3 Picking
6.3.4 Staying on Top of Things
6.3.5 Staying Out of Things
6.4 Object-Object Intersection
6.4.1 Collision Groups
6.4.2 Hierarchical Collision Detection
6.4.3 Spatial and Temporal Coherence
Chapter 7 Physics
7.1 Numerical Methods for Solving Differential Equations
7.1.1 Euler's Method
7.1.2 Midpoint Method
7.1.3 Runge-Kutta Fourth-Order Method
7.1.4 Implicit Equations and Methods
7.2 Particle Physics
7.3 Mass-Spring Systems
7.3.1 Curve Masses
7.3.2 Surface Masses
7.3.3 Volume Masses
7.3.4 Arbitrary Configurations
7.4 Deformable Bodies
7.5 Rigid Bodies
7.5.1 The Rigid Body Class
7.5.2 Computing the Inertia Tensor
Chapter 8 Applications
8.1 Abstraction of the Application
8.1.1 Processing Command Line Parameters
8.1.2 The Application Class
8.1.3 The ConsoleApplication Class
8.1.4 TheWindowApplication Class
8.1.5 TheWindowApplication3 Class
8.2 Sample Applications
8.2.1 BillboardNode Sample
8.2.2 BspNode Sample
8.2.3 CachedArray Sample
8.2.4 Castle Sample
8.2.5 ClodMesh Sample
8.2.6 Collision Sample
8.2.7 InverseKinematics Sample
8.2.8 Portals Sample
8.2.9 ScreenPolygon Sample
8.2.10 SkinnedBiped Sample
8.2.11 SortFaces Sample
8.2.12 Terrain Sample
8.3 Sample Tools
8.3.1 3dsToWmof Importer
8.3.2 Maya Exporter
8.3.3 BmpToWmif Converter
8.3.4 WmifToBmp Converter
8.3.5 ScenePrinter Tool
8.3.6 SceneTree Tool
8.3.7 SceneViewer Tool
Appendix A Coding Conventions
A.1 File Naming and Organization
A.2 Comment Preamble and Separators
A.3 White Space
A.3.1 Indentation
A.3.2 Blank Lines
A.3.3 Function Declarators
A.3.4 Constructor Initializers
A.3.5 Function Calls
A.3.6 Conditionals
A.4 Braces
A.5 Pointer Types
A.6 Identifier Names
A.6.1 Variables
A.6.2 Classes and Functions
A.6.3 Enumerations
A.7 C++ Exceptions
A.8 Header File Organization
A.8.1 Include Guards and Nested Header Files
A.8.2 Minimizing Compilation Time
References
Index
About the CD-ROM
商品描述(中文翻譯)
描述:
Dave Eberly的《3D遊戲引擎設計》是第一本專業指南,介紹了即時3D引擎的基本概念和算法,並迅速成為遊戲開發的經典之作。Dave的新書《3D遊戲引擎架構》延續了這一傳統,全面介紹了3D引擎的軟體工程和程式設計。本書是一本完整的工程指南,從圖形管線的步驟開始,展示了如何構建3D系統的核心元素,包括資料結構、數學系統和物件系統。Dave解釋了如何使用場景圖管理資料,如何構建渲染和攝影機系統,以及如何處理細節層次、地形和動畫。書中還介紹了頂點和像素着色器等高級渲染效果,以及碰撞檢測和物理系統。書的最後討論了應用程式設計、開發工具和新版本Wild Magic引擎的源代碼編碼標準。Wild Magic是一個商業級遊戲引擎,被許多公司使用,是遊戲開發社區的獨特資源。
目錄:
關於作者
前言
第1章 簡介
1.1 繪製三角形
1.2 繪製三角形網格
1.3 繪製複雜場景
1.4 系統的抽象
第2章 核心系統
2.1 低階系統
2.1.1 基本資料結構
2.1.2 封裝特定平台概念
2.1.3 字節序
2.1.4 系統時間
2.1.5 檔案處理
2.1.6 記憶體分配和釋放
2.2 數學系統
2.2.1 基本數學函數
2.2.2 快速函數
2.2.3 向量
2.2.4 矩陣
2.2.5 四元數
2.2.6 線和平面
2.2.7 顏色
2.3 物件系統
2.3.1 運行時類型資訊
2.3.2 名稱和唯一標識符
2.3.3 共享和智能指針
2.3.4 控制器
2.3.5 流
2.3.6 克隆
2.3.7 字串樹
2.3.8 初始化和終止
第3章 場景圖和渲染器
3.1 核心類別
3.1.1 類別的動機
3.1.2 空間層次結構設計
3.1.3 實例化
3.2 幾何狀態
3.2.1 變換
3.2.2 包圍體
3.2.3 核心類別和幾何更新
3.3 幾何類型
3.3.1 點
3.3.2 線段
3.3.3 三角形網格
3.3.4 粒子
3.4 渲染狀態
3.4.1 全局狀態
3.4.2 燈光
3.4.3 貼圖
3.4.4 多重貼圖
3.4.5 特效
3.4.6 核心類別和渲染狀態更新
3.5 渲染器和攝影機
3.5.1 攝影機模型
3.5.2 渲染的基本架構
3.5.3 單通道繪製
3.5.4 DrawPrimitive函數
3.5.5 緩存的貼圖和頂點屬性
3.5.6 全局特效和多通道支援
第4章 高級場景圖主題
4.1 細節層次
4.1.1 平面圖片
4.1.2 粒子的顯示
4.1.3 離散細節層次
4.1.4 連續細節層次
4.1.5 無限細節層次
4.2 排序
4.2.1 二叉空間劃分樹
4.2.2 門戶
4.2.3 排序節點的子節點
4.2.4 延遲繪製
4.3 曲線和曲面