3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics
Author: David H Eberly
"Virtually all the books on building 3D game engines cover the basics: here's a polygon, here's a transformation matrix, here's a perspective projection, and so on. The problem is that you can't make a professional quality game with just the basics. This leaves a large gap between you and your goal of creating a great game engine. With this book, Dave is launching a huge boulder into the gap, helping you scamper to your destination."
Eric Yiskis, Lead Programmer, Oddworld Inhabitants
3D Game Engine Design is the first book to go beyond basic descriptions of algorithms and accurately demonstrate the complex engineering process required to design and build a real-time graphics engine to support physical realism. Faster algorithms will always win out over faster processors and assembly-language optimization techniques. Implementing those algorithms, however, can be a challenge for even experienced programmers.
This book provides rigorous explanations and derivations of all the essential concepts and techniques. Ideas are revealed step by step with numerous code examples and illustrations. Source code implementations are included on the companion CD-ROM to help you understand the full progression from idea, to algorithm, to working code. Since algorithms are not used in isolation, the source code for a complete engine is provided to bring crucial context to the implementations. This book and CD-ROM offer the most comprehensive professional reference available for the development of 3D game engines.
Features:
* Designed for professionals working in game development, simulation, scientific visualization, or virtual worlds
* Written by a respected game engineerand designer of a leading commercial game engine
* Thoroughly describes the algorithms-fully implemented in working code-that are the key to writing the fastest, most efficient code possible
* Provides source code for Windows 95/98/NT/2000, Linux/Unix, and Macintosh platforms.
About the software:
Includes a CD-ROM with C++ source code implementations of all the algorithms covered in the text as well as source code for a complete game engine. Updates for the engine, new ports (such as for the Macintosh), FAQs, and additional material on real-time graphics can be found at Geometric Tools website http://www.geometrictools.com. The renderer layer of the engine is abstract and can work with whichever API is desired. An OpenGL-based renderer, DirectX8 (Direct3D), and a GLUT-based hardware renderer for either Windows or Linux are included.
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Dreamweaver 8 All-in-One Desk Reference For Dummies
Author: Jon A Phillips
Nine minibooks, filling nearly 800 pages, take you beyond Dreamweaver basics, giving you the know-how and hands-on techniques necessary to create state-of-the-art Web sites. You'll master Dreamweaver basics, such as laying out pages, adding content to pages, and working with code; develop Web applications and databases; make pages dynamic; and learn to use Dreamweaver with Contribute. Order your copy of this reference to the popular software application today.
Table of Contents:
Bk. 1 | Getting started | 7 |
Ch. 1 | Cruising around the Dreamweaver 8 workspace | 9 |
Ch. 2 | Planning and designing your site | 31 |
Ch. 3 | Creating and managing sites | 41 |
Bk. II | Mastering the basics | 53 |
Ch. 1 | Creating documents | 55 |
Ch. 2 | Working with text | 67 |
Ch. 3 | Inserting graphics | 83 |
Ch. 4 | Making links with text and images | 101 |
Ch. 5 | Adding flash, movies, sound, and more | 115 |
Ch. 6 | Creating tables for layout | 141 |
Ch. 7 | Building fabulous forms | 161 |
Bk. III | Working like the pros | 185 |
Ch. 1 | Looking good with cascading style sheets (CSS) | 187 |
Ch. 2 | Building sites with templates | 223 |
Ch. 3 | Using library items and server-side includes | 257 |
Ch. 4 | Creating code snippets and history panel commands | 275 |
Ch. 5 | Integrating Dreamweaver with fireworks | 293 |
Bk. IV | Energizing your site | 311 |
Ch. 1 | Working with layers | 313 |
Ch. 2 | Jazzing up pages with JavaScript behaviors | 335 |
Ch. 3 | Designing pages with frames | 387 |
Ch. 4 | Introducing timelines | 417 |
Ch. 5 | Making your pages XHTML compliant | 433 |
Bk. V | Publishing your site | 443 |
Ch. 1 | Using reports to text your site before publishing | 445 |
Ch. 2 | Keeping your code clean | 469 |
Ch. 3 | Preparing to publish your files | 485 |
Ch. 4 | Publishing your Web pages | 501 |
Bk. VI | Working collaboratively | 513 |
Ch. 1 | Working efficiently with a team | 515 |
Ch. 2 | Setting up and connecting to a contribute site | 533 |
Ch. 3 | Managing a contribute site | 547 |
Bk. VII | Building Web applications | 555 |
Ch. 1 | Building Web applications | 557 |
Ch. 2 | Configuring database connections for PHP | 573 |
Ch. 3 | Configuring ASP database connections | 583 |
Ch. 4 | Configuring ASP.NET database connections | 593 |
Ch. 5 | Configuring JSP database connections | 603 |
Ch. 6 | Configuring ColdFusion database connections | 611 |
Ch. 7 | Dealing with database issues | 621 |
Bk. VIII | Making pages dynamic | 631 |
Ch. 1 | Preparing dynamic content sources | 633 |
Ch. 2 | Using dynamic content in your Web pages | 645 |
Ch. 3 | Previewing and testing your dynamic pages | 657 |
Ch. 4 | Building dynamic forms | 667 |
Ch. 5 | Advanced dynamic data presentation | 675 |
Bk. IX | Developing applications rapidly | 689 |
Ch. 1 | Building master and detail pages | 691 |
Ch. 2 | Creating search and results pages | 709 |
Ch. 3 | Building record insert pages | 723 |
Ch. 4 | Developing record update and delete pages | 735 |
Ch. 5 | Using advanced data manipulation tools | 755 |
Ch. 6 | Restricting site access | 763 |
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