Please use this identifier to cite or link to this item: 192.168.6.56/handle/123456789/47545
Title: 3D Game Engine Architecture Engineering Real-Time Applications with Wild Magic
Authors: H. Eberly, David
Keywords: Engineering Real-Time Applications with Wild Magic
Issue Date: 2005
Publisher: Services Manager Simon Crump
Description: My book 3D Game Engine Design appeared in print in September 2000. It described many of the algorithms that are used in the development of the graphics and physics portions of game engines and shipped with a CD-ROM that contained the source code for version 0.1 of the Wild Magic engine. Although the algorithms have not changed over the years, the engine has evolved significantly. The original version was written for the Microsoft Windows platform using an OpenGL-based renderer, and not all of the book algorithms were implemented in that version. The last version before the one shipping with this book, version 2.3, runs on Linux machines and on Macintosh machines with OS X. A number of users have been successful in porting the code (with relatively minor changes) to run on SGI machines with IRIX, on HP machines with HP-UX, and on Sun machines with Solaris. On the Microsoft Windows platform, the engine has renderers for OpenGL and Direct3D. Many more algorithms had been implemented in version 2.3, and the engine was extended to support shader programs. As a result of my book Game Physics,more physics support was added, including particle systems, mass-spring systems, and rigid body dynamics. Specialized applications were added to illustrate physical simulations that are based on the equations of motion derived from Lagrangian dynamics.
URI: http://10.6.20.12:80/handle/123456789/47545
ISBN: 0-12-229064-X
Appears in Collections:Architecture

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