HeartStory, Newstuff


前幾個禮拜訂購的3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology)"昨天終於寄來了,需要69.95美金,真是貴的嚇人。
不過寄來後,第一眼就讓我驚訝了,書的厚度大概跟[CLR90]一樣厚,共有1017頁,而且並非單色印刷,果然值這個價錢,買這本書花了我69.95+11.98(運費)=81.93元,還蠻高價的,這一版的引擎設計已經是以shader為主了,不走fixed function pipeline。



  • Mathematical methods and sample source code for 3-D game development
  • Geometrical transformations
  • Coordinate systems
  • Quaternions
  • Euler angles
  • Standard 3-D objects: spheres, oriented boxes, capsules, lozenges, cylinders, ellipsoids
  • Distance methods for a variety of shapes
  • Introduction to the graphics pipeline
  • Model and world coordinates
  • Projecting perspective
  • Camera models
  • Culling techniques
  • Surface and vertex attributes
  • Rasterizing
  • Efficiency issues for clipping and lighting
  • Hierarchical scene representation, using trees and scene graphs
  • Picking algorithms for a variety of 3-D shapes
  • Collision detection for static and dynamic graphical objects
  • Oriented bounding-box (OBB) trees
  • Basics of curves and special curves (including Bezier curves and various splines)
  • Curves (generating surfaces from curves by using different techniques)
  • Character animation, using keyframe animation and inverse kinematics
  • Skinning
  • Geometrical level of detail considerations
  • Techniques for generating game terrain
  • Spatial sorting and binary space partitioning (BSP)
  • Special effects: lens flare, bump mapping, volumetric fogging, projected light and shadows, particle systems, morphing techniques
  • C++ language features for effective object-oriented design
  • Reference to the numerical methods required for game mathematics



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