did-you-know? rent-now

Amazon no longer offers textbook rentals. We do!

did-you-know? rent-now

Amazon no longer offers textbook rentals. We do!

We're the #1 textbook rental company. Let us show you why.

9780672318351

Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization

by
  • ISBN13:

    9780672318351

  • ISBN10:

    0672318350

  • Format: Paperback w/CD
  • Copyright: 2003-01-01
  • Publisher: Sams
  • Purchase Benefits
  • Free Shipping Icon Free Shipping On Orders Over $35!
    Your order must be $35 or more to qualify for free economy shipping. Bulk sales, PO's, Marketplace items, eBooks and apparel do not qualify for this offer.
  • eCampus.com Logo Get Rewarded for Ordering Your Textbooks! Enroll Now
List Price: $59.99

Summary

Today is the greatest time in history to be in the game business. We now have the technology to create games that look real! Sony's Playstation II, XBOX, and Game Cube are cool! But, all this technology isn't easy or trivial to understand - it takes really hard work and lots of Red Bull. The difficulty level of game programming has definitely been cranked up these days in relation to the skill set needed to make games. Andre LaMothe's follow-up book to Tricks of the Windows Game Programming Gurus is the one to read for the latest in 3D game programming. When readers are finished with Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization, they will be able to create a full 3D texture-mapped, lit video game for the PC with a software rasterizer they can write themselves. Moreover, they will understand the underlying principles of 3D graphics and be able to better understand and utilize 3D hardware today and in the future.

Table of Contents

Introduction
Introduction TO 3D Game Programming
A Brief Introduction
The Elements of a 2D/3D Game
General Game Programming Guidelines
Using Tools
A Sample 3D Game: Raiders 3D
Summary
A Crash Course in Windows and DirectX
The Win32 Programming Model
The Bare Minimum for a Windows Program
A Basic Windows Application
DirectX and COM Crash Course
Flash Introduction to COM
Summary
Introduction to the Virtual Computer Interface
Building the Virtual Computer Interface
The T3DLIB Game Console
The T3DLIB1 Library
The T3DLIB2 DirectX Input System
The T3DLIB3 Sound and Music Library
The DirectMusic API Rapper
Building the Final T3D Game Console
Sample T3LIB Applications
Summary
3D Math and Transformation
Mathematical Notation
2D Coordinate Systems
3D Coordinate Systems
3D Cylindrical Coordinates
3D Spherical Coordinates
Trigonometry. Vectors
Matrices and Linear Algebra
Computing the Inverse and Solving Systems
Basic Geometric Entities
Lines in 3D Space
Using Parametric Equations
Introduction to Quaternions
Basic Calculus
Summary
Brief Overview of the Math Engine
Data Structures and Types
Math Constants
Macros and Inline Functions
Prototypes
Globals
Math Engine API Listing
Floating-Point Unit Math Primer
Notes on Using the Math Engine
Comments on Math Optimization
Summary
3D Engine Philosophy
The Structure of a 3D Game Engine
3D Coordinate Systems
Basic 3D Data Structures
3D Tools
Loading Data from the Outside World
Basic Rigid Transformations and Animation
Review of the Viewing Pipeline
Types of 3D Engines
Integrating Everything into a Final Engine
Summary
General Wireframe Engine Architecture
Writing a 3D File Loader
Building the 3D Pipeline
Rendering a 3D World
3D Demos
Summary
Basic 3D Rendering
Basic Lighting Models for Computer Graphics
Lighting and Rasterizing Triangles
Shading in the Real World
Depth Sorting and the Painter''s Algorithm
Working with New Model Formats
3D Modeling Tools Review
Summary
The New T3D Engine Features
Upgrading the T3D Data Structures and Design
Rewriting the Object Loaders
Polygon Rasterization Review
Implementing Gouraud Shading
Basic Sampling Theory
Updating the Lighting/Rasterization Engine for Textures
Final Thoughts on Optimization Strategies for 8- and 16-Bit Modes
Final Demos
Summary
Introduction to Clipping
Theoretical Coverage of Clipping Algorithms
Practical View Frustrum Clipping
A Little Fun with Terrain
Summary
Introduction to Depth Buffering and Visibility
Z-Buffering Basics
Creating the Z-Buffer System
Possible Z-Buffer Optimizations
Problems with the Z-Buffer
The Software and Z-Buffer Demos
Summary
Advanced 3D Rendering
Texturing-The Second Wave
Building a New Rasterizer Base
Gouraud-Shaded Texturing
Transparency and Alpha Blending
Perspective-Correct Texturing and 1/z-Buffering
Bilinear Texture Filtering
Mip Mapping and Trilinear Texture Filtering
Multiple Pass Rendering and Texturing
Wrapping Things Up with a Single Call
Summary
The New Game Engine Module
Introduction to Spatial Partitioning and Visible Surface Determination
The Binary Space Partition
Potentially Visible Sets
Portals
Bounding Hierarchical Volumes and Octrees
Occlusion Culling
Summary
The New Game Engine Module
Introduction and Game Plan
The Simplified Physics of Shadows
Simulating Shadows with Projective Images and Billboards
Planar Mesh Shadow Mapping
Introduction to Light Mapping and Surface Caching
Putting Everything Together
Summary
Advanced Animation, Physics Modeling, and Optimazation
The New Game Engine Module
Introduction to 3D Animation
The Quake II .MD2 File Format
Simple Non-Character-Based Animation
3D Collision Detection
Summary
Introduction to Optimization Technologies
Profiling Your Code with Microsoft Visual C++ and Intel Vtune
Using the Intel C++ Compiler
Single Instruction Multiple Data (SIMD) Programming Primer with SSE
General Optimization Tricks
Summary
Cd-Rom Appendixes
Table of Contents provided by Publisher. All Rights Reserved.

Supplemental Materials

What is included with this book?

The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

Rewards Program