This book isn’t so much about developing 3D engines, complex 3D math, or even physics, but how to create 3D games and what the high level major components of them are. As the author Kenneth Finney and I discussed and developed the book, we decided that the goal shouldn’t be to exhaustively teach 3D game development — that would take 5,000 p. Instead, the book should have the single goal — given a reader is familiar with C/C++, teach him how to make a 3D game as quickly as possible, leverage as much technology as possible, but still give the reader enough background information on the low-level aspects of 3D game development that if he did want to write everything from the rendered to the physics engine, he would have at least an idea of what they do.
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A Chronology of Game Programming. Before Spacewar. Spacewar to Atari. Game Consoles and Personal Computers. Shakedown and Consolidation. The Advent of the Game Engine. The Handheld Revolution. The Cellular Phenomenon. Multiplayer Games. Game Architecture. Real-Time Software. The Game Logic Section. The Presentation Section. The Programming Process. Data Structures and...
Morgan Kaufmann, 2004. - 632 p. ISBN: 978-1558607323 The goal of this book is to provide efficient solutions for games and all other realtime applications to address their collision detection problems. To make this possible, this book provides an extensive coverage of the data structures and algorithms related to collision detection systems. Implementing collision detection...
Publisher: Chapman and Hall, 2011 - 326 p. Designed for advanced undergraduate and beginning graduate courses, this book presents must-know information for success in interactive graphics. Assuming a minimal prerequisite understanding of vectors and matrices, it also provides sufficient mathematical background for game developers to combine their previous experience in graphics...
Charles River Media, 2003. — 571 p. This completely updated second edition illustrates the mathematical concepts that a game programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as...
Course Technology PTR, 2012. - 960 p. 4th Edition. Language: English Welcome to Game Coding Complete, Fourth Edition , the newest edition of the essential, hands-on guide to developing commercial-quality games. Written by two veteran game programmers, the book examines the entire game development process and all the unique challenges associated with creating a game. In this...
Morgan Kaufmann; 2 edition, 2010, 522 p. Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine...