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3D Game Engine Programming (Game Development Series)

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Developing your own 3D game engine can be a demanding task. If you?re up for the challenge, then "3D Game Engine Programming" is ready to take you through each step. All you need to begin is a working knowledge of C or C++and basic knowledge of the DirectX and Direct3D interfaces. With these skills behind you, you?re ready to tackle the mathematical concepts and API-independent interfaces that will add up to your working game engine. This book takes you beyond simply building your game engine, showing you how you can apply it to implement a network deathmatch first-person shooter. You?ll also cover additional tasks such as implementing a level editor to build your own 3D levels from scratch with a graphical user interface.

At the end of the book, you will be able to program your own comprehensive game engine, including renderer, network, audio, input, and math libraries. Includes coverage describing how to implement additional tools for game programming, such as a level editor with graphical user interface. To demonstrate the power of the developed tools, this book wraps things up with a deathmatch network first-person shooter, utilizing everything from the book: engine, level editor, and performance knowledge.

About the Author
Stefan Zerbst holds a degree in Computer Science with Business Administration. Starting programming on the ancient C16 he is now the author of two best selling German books about game programming and runs the German hobby game programming community http://www.zfx.info. He shares his comprehensive experience in this field not only through writing books but also by holding lectures about game programming at a German university. Oliver Düvel works as a project manager in the field of support for a medium-sized software company in Germany. He started programming in the early 1980s and did his first vector and matrix programs using assembler to visualize three-dimensional objects.
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