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Volume . 3D Game Engine Design

Published: 2nd November 2006 Author: David Eberly
A major revision of the international bestseller on game programming! Graphics hardware has evolved enormously in the last decade. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. 3D Game Engine Design, Second Edition shows step-by-step how to make a shader-based graphics engine and how to tame the new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics — all challenging subjects for developers.

Additional volumes


Visualizing Quaternions

Published: 29th December 2005 Author: Andrew Hanson

Real-Time Collision Detection

Published: 22nd December 2004 Author: Christer Ericson

Collision Detection in Interactive 3D Environments

Published: 27th October 2003 Author: Gino van den Bergen