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3D Game Engine Architecture

Engineering Real-Time Applications with Wild Magic

3D Game Engine Architecture by David H. Eberly
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  • 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
  • Bibliography
  • Index
  • About the CD-ROM
CRC Press; June 2013
756 pages; ISBN 9781482267310
Read online, or download in secure PDF format
Title: 3D Game Engine Architecture
Author: David H. Eberly
 
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