3D Game Engine Programming (Game Development Series) by Stefan Zerbst

By Stefan Zerbst

A full-blown online game engine is now an enormous commercial asset. present engines exist with licensing charges of numerous $100,000, plus revenue proportion expenses. as a result of those excessive expenses, hobbyist video game programmers are desirous to find out how to write their very own engines. the supply of a video game engine that is able to rock simplifies the advance technique of a video game, permitting builders to be aware of the sport and gameplay event. "3D online game Engine Programming" indicates video game programmers tips on how to advance such an engine.

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711 Chapter 23: Creating 3D Surfaces . . . . . . . . . . . . info Contents Chapter 24: Creating Solids and Editing in 3D . . . . . . . . 815 Chapter 25: Rendering in 3D . . . . . . . . . . . . . info Contents Part V: Organizing and Managing Drawings 849 Chapter 26: Keeping Control of Your Drawings . . . . . . . .

517 Part III: Working with Data 519 Chapter 18: Working with Blocks and Attributes . . . . . . . . 584 Chapter 19: Referencing Other Drawings . . . . . . . . . 607 Chapter 20: Working with External Databases . . . . . . . . 638 Part IV: Drawing in Three Dimensions 639 Chapter 21: Specifying 3D Coordinates. . . . . . . . . . info Contents Chapter 22: Viewing 3D Drawings . . . . . . . . . . . 711 Chapter 23: Creating 3D Surfaces . . . .

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