3D Game Programming All in One 1st Edition by Kenneth Finney – Ebook PDF Instant Download/Delivery. 159200136X ,9781592001361
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Product details:
ISBN 10: 159200136X
ISBN 13: 9781592001361
Author: Kenneth Finney
3D Game Programming All in One 1st Edition Table of contents:
Chapter 1: Introduction to Game Programming
- The Basics of Game Development
- Understanding Game Loops and Game Engines
- Overview of the Game Development Process
- Setting Up Your Development Environment
- Introduction to 3D Math: Vectors and Matrices
- Basic Concepts of 3D Graphics
Chapter 2: The Basics of 3D Math
- 3D Coordinate Systems and Transformations
- Vectors: Operations and Applications in 3D Space
- Matrices and Their Role in 3D Transformations
- Dot Product, Cross Product, and Their Uses in Graphics
- Rotation, Translation, and Scaling in 3D
- Quaternions and Their Advantages in 3D Graphics
- Example: Basic 3D Movement and Transformation Code
Chapter 3: Understanding 3D Rendering
- What is 3D Rendering?
- The Rendering Pipeline: From Model to Screen
- How 3D Models are Represented and Stored
- The Role of Shaders in Rendering
- Working with Vertices, Textures, and Materials
- How Lights and Shadows Affect the Scene
- Basic Lighting Models in 3D Graphics
- Example: Rendering a Simple 3D Object
Chapter 4: Working with 3D Models
- Creating and Importing 3D Models for Games
- File Formats for 3D Models: .OBJ, .FBX, and .3DS
- Using Tools for 3D Modeling (Blender, Maya, etc.)
- Skeletal Animation and Rigging
- Texture Mapping: Applying Textures to 3D Models
- Creating Normal and Bump Maps for Realism
- Example: Importing and Displaying a 3D Model in a Game Engine
Chapter 5: Camera and View Control
- The Camera in 3D Space: Understanding Views and Projections
- Types of Cameras: First-Person, Third-Person, and Free-Flying
- Camera Transformations and Movement
- Implementing a Basic First-Person Shooter Camera
- Using Viewports and Clipping Planes
- Field of View, Near and Far Clipping Distances
- Example: Setting Up and Controlling a Camera
Chapter 6: 3D Animation Techniques
- Introduction to Keyframe Animation
- Working with Bones and Skeletons: Rigging Techniques
- Using Blend Shapes for Complex Character Animation
- Inverse Kinematics (IK) and Forward Kinematics (FK)
- Implementing Animation Controllers in a Game Engine
- Handling Character Animation and Interpolation
- Example: Animating a Character in a Game
Chapter 7: Collision Detection and Physics
- The Importance of Collision Detection in Games
- AABB, OBB, and Sphere-Based Collision Detection
- Handling Collisions Between Static and Dynamic Objects
- Introduction to Physics Engines: Gravity, Forces, and Rigid Bodies
- Implementing Physics in 3D Game Engines
- Realistic Movement and Collision Response
- Example: Implementing Simple Physics and Collision Detection
Chapter 8: Game AI and Pathfinding
- Basics of AI in 3D Games
- Decision-Making in Non-Player Characters (NPCs)
- Pathfinding Algorithms: A* and Navigation Meshes
- Steering Behaviors for NPC Movement
- Implementing Flocking and Group Behaviors
- Using AI to Enhance Player Interactions in 3D Worlds
- Example: Creating an AI Character that Navigates a 3D World
Chapter 9: Shaders and Visual Effects
- Introduction to Shaders: Vertex and Fragment Shaders
- Writing Your First Shader in GLSL or HLSL
- Understanding the Role of Shaders in the Rendering Pipeline
- Implementing Basic Lighting Shaders
- Post-Processing Effects: Bloom, Motion Blur, and Depth of Field
- Advanced Effects: Particle Systems, Reflection, and Refraction
- Example: Creating a Shader for a Water Surface
Chapter 10: Creating 3D Game Worlds
- World Building: Design and Conceptualization
- Terrain Generation and Texturing
- Procedural Generation of Landscapes and Objects
- Creating Realistic Environments: Trees, Water, and Rocks
- Handling Large Worlds and Level Streaming
- Adding Interactive Elements to Your World
- Example: Creating a 3D Open-World Terrain
Chapter 11: Multiplayer and Networking in 3D Games
- Basics of Multiplayer Game Development
- Networking Concepts: Latency, Bandwidth, and Client-Server Models
- Synchronizing 3D Objects in a Networked Environment
- Handling Networked Player Movement and Actions
- Dealing with Lag and Predictive Techniques
- Using Networking Libraries and Tools
- Example: Implementing a Simple Multiplayer Game in 3D
Chapter 12: Optimizing 3D Games for Performance
- Identifying Performance Bottlenecks in 3D Games
- Techniques for Optimizing Rendering Performance: Culling, Level of Detail (LOD)
- Managing Memory and Texture Usage
- Using Occlusion Culling and Frustum Culling for Efficiency
- Optimizing Physics Calculations and AI Processes
- Multithreading and Parallel Processing for 3D Games
- Example: Optimizing a Complex 3D Scene for Real-Time Rendering
Chapter 13: Sound and Music in 3D Games
- The Role of Sound in Enhancing Game Worlds
- 3D Sound Localization: Creating Realistic Soundscapes
- Implementing Spatial Audio and Environmental Sounds
- Using Background Music and Sound Effects
- Sound Libraries and APIs for Game Developers
- Example: Adding Sound Effects and Music to a 3D Game
Chapter 14: Bringing It All Together
- Integrating All Components: Models, Animation, AI, and Physics
- Debugging and Testing Your 3D Game
- Building and Publishing a 3D Game
- Packaging and Distributing Your Game
- Monetizing and Marketing Your Game
- Example: Completing a Simple 3D Game
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