3D Game Engine Design: A Practical Approach to Real-Time by David H. Eberly

By David H. Eberly

An immense revision of the foreign bestseller on video game programming!

Graphics has developed drastically within the final decade. can now be without delay managed
through innovations equivalent to shader programming, which calls for a completely new notion strategy of a
programmer. 3D video game Engine layout, moment variation exhibits step by step how you can make a shader-based photos engine and the way to tame the hot know-how. a lot new fabric has been additional, together with greater than two times the insurance of the basic concepts of scene graph … express moremanagement, in addition to new tools for coping with reminiscence utilization within the new iteration of online game consoles and conveyable online game gamers. There are increased discussions of collision detection, collision avoidance, and physics — all difficult topics for developers.

* Revision of the vintage paintings on video game engines — the middle of any game.
* comprises Wild Magic, a advertisement caliber online game engine in resource code that illustrates the best way to construct a
real-time rendering approach from the lowest-level information the entire technique to a operating game.
* absolutely revised and up-to-date in four shades, together with significant new content material on shader programming, physics,
and reminiscence administration for the subsequent iteration video game consoles and portables.

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Additional info for 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (2nd Edition) (Morgan Kaufmann Series in Interactive 3D Technology)

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Just when you have become accustomed to thinking of the positive z-direction as the up direction, a modeling package comes along and insists that the positive y-direction is the up direction. The choice of view directions can be equally inconsistent, especially the defaults for various graphics engines and APIs. 1 The standard coordinate system in three dimensions. The point at (a, b, c) is reached by starting at the origin (0, 0, 0), moving a units in the direction (1, 0, 0) to the point (a, 0, 0), then moving b units in the direction (0, 1, 0) to the point (a, b, 0), and then moving c units in the direction (0, 0, 1) to the point (a, b, c).

The perpendicular component N⊥ is naturally dependent on your choice of V. In fact, the scalar is easily determined to be c = N . V, which uses the conditions that N is unit length and that N and N⊥ are perpendicular. The reflection vector is the linear combination U = −cN + N⊥ The difference is that the normal component of V is negated to form the normal component for U; this is the reflection. 5 V U (b) The reflection of a vector through a plane. (a) A 3D view. (b) A 2D side view. 24 Chapter 2 The Graphics System formula for c leads to U = V − 2(N .

The plane normal is in the opposite direction of the view; namely, N = −D. The point on the plane closest to the eye point is P = E + dmin D for some distance dmin > 0. 42), we have the projected point Y=E+ dD + uU + rR dmin (dD + uU + rR) =E+ d d/dmin Thus, in the new coordinate system, (d , u, r) is projected to (d , u, r)/(d/dmin ). Notice that the first component is actually dmin , which is to be expected since the projection point is on the plane d = dmin (in the new coordinate system). Within the new coordinate system, it is relatively easy to demonstrate some properties of perspective projection.

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