Apr 27

Product Description
Ultimate 3D Game Engine Design and Architecture teaches how to design and create a video game engine that can be used to create gaming applications on the PC. Written for beginning programmers, beginning game developers, and those aspiring to get into the fi eld, the book covers the various systems and processes that go into a complete game engine, with an emphasis on architecture issues. The book focuses on building a complete game engine, including graphics, physics, programming, audio, AI, data structures, memory management, and more. The sample engine is called the Building Blocks 3D Engine and it’s designed to give you the basics of each system that you can build from to create your own engines and games. The technologies used include OpenGL, C++, and the Windows XP, MacOS X, and Linux operating systems. This cross-platform approach makes the information and techniques easy to apply to any type of project. The book is broken into five main parts, be… More >>

Ultimate 3D Game Engine Design & Architecture

5 Responses to “Ultimate 3D Game Engine Design & Architecture”

  1. Agha Khan Says:

    I was looking book on 3D engine and bought Ultimate 3D Game Engine Design & Architecture book. The primarily reason to buy that book was reviews. I was disappointed because it used OpenGL as a base for rendering. Why on earth I have to know OpenGL, why not from scratch? That was my goal to buy for engine. I do not want to look or watch picture of cubs, rather I would like to see how that can be done if I am developing an engine. This makes this book absolutely meaningless.
    Rating: 1 / 5

  2. John Matlock Says:

    At the heart of any complex computer game there’s an engine that handles the actual stuff you see on the screen. This book is on programming such an engine. It isn’t a beginners book. You should have a pretty good knowledge of programming in C++, some concept of file formats, graphics design, and so on.

    The layout of the book is to build a working engine. It is neither the most simple, nor the most complex but is a solid foundation for understanding what such an engine entails and can form the foundation upon which the engine can be customized and expanded to fit your needs.

    There are several reasons for reading this book:

    You may want to build your own engine

    You may want to work for an engine company

    You may be thinking of using a commercially available engine and want to know more about what’s in them.

    Or whatever?

    Gaming engines are among the most complex probrams being written today. This book should be viewed as a basic introduction to how they are written. The CD supplied with the book has several ancillary packages as well as the full source code for the engine being developed in the book.
    Rating: 5 / 5

  3. Matthew H. Magers Says:

    The product never showed up and I was not contacted by the seller, although I did get a timely refund.
    Rating: 2 / 5

  4. Michael Gonzalez Says:

    This book is not an instruction manual for a programming language. Rather it designed with the avid game designer enthusiast in mind. This book will cover briefly the code necessary to create game engine components. Moreover it will focus primarily on the structure of a game engine.

    In other words, from a architectural point of view it will describe how the various components: Game Physics; System; Network; Interface, etc come together. Unlike most books who give broken snippets of code it brings attention to how these components interact with each other. Thus it is an essential book to add to any game library as it describes the critical necessities of all game engines. Again this book is not focussed on learning the code, you should already be familiar with classes, and data structures in both C++ and OpenGL.

    This book simply shows you how to organize what you know into something powerful. I highly recommend this book. I keep it in my library and refer to it often.
    Rating: 4 / 5

  5. Michael Warcholik Says:

    I purchased this book in hopes of learning how a game engine worked; and while I did not come away with nothing, I did not gain much from this book.

    The tutorials and ideas presented in the book are helpful, I must admit, but they are geared entirely around building someone else’s engine – not a very intuitive or personal learning experience.

    I do not recommend this book.
    Rating: 3 / 5

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