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Features: This is a seminal work by game programming bestseller André LaMothe, delving deeply into various important topics of 3D graphics from the perspectives of game programming and software engines. The book is divided into 5 parts, containing 16 chapters. Chapters 1–3 briefly introduce Windows and DirectX programming, creating a Windows application template that allows readers to focus on game logic and graphical implementation without worrying about the trivialities of Windows and DirectX. Chapters 4–5 briefly introduce some mathematical knowledge and implement a mathematical library for later use in writing demonstration programs. Chapter 6 provides an overview of 3D graphics, giving readers a general understanding of the content to be covered in this book. Chapters 7–11 introduce lighting, shading, affine texture mapping, 3D clipping, and depth buffering, respectively. Chapters 12–14 discuss advanced 3D rendering techniques, including perspective correction texture mapping, alpha blending, 1/z caching, texture filtering, spatial partitioning and visibility algorithms, shadows, and light mapping. Chapters 15–16 discuss animation, motion collision detection, and optimization techniques. This book is suitable for readers with some programming experience who wish to engage in game programming or are interested in 3D graphics.
3D Game Programming Master Techniques
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