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Dragon_Strike

3D engine design book

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im looking for a good book on 3d engine design... all the books ive seen soo far go into great deatial about apis, graphics basics math... etc... but no book actually goes through on a high level what components a 3d engine should have like renderer class, scene graph, shader systems etc.... any suggestions?

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Going to copy-paste a link that opened my mind to the truth:

http://scientificninja.com/advice/write-games-not-engines

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I recommend "3D Game Engine Design" and "3D Game Engine Architecture" by David Eberly (publisher: Morgan-Kaufmann). They're very dense and math heavy, and quite frankly Eberly can be a bit snotty and pedantic, but they go into great depth about the concepts behind real-time graphics engines. They're also quite up to date, and discuss more modern techniques (like pixel shading) that aren't found in older books. "Design" is very theoretical and consists mostly of the mathematical formulae behind graphics techniques, and "Architecture" leans towards coding and implementation, but they both ship with sample CDs and contain a respectable mix of actual C++ and higher-level maths. Plus, you can usually get both - my university's libary had them side by side on the stacks.

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My vote for Eberly too, all books where he had a finger seems to be usefull are usefull.

Watt & Policarpo are also good, they cover many topics and they have good depth, but they can be a bit too teoretic sometimes (thou you get an working implementation with policarpo's fly3d).

http://www.amazon.com/3D-Games-Real-Time-Rendering-Technology/dp/0201619210/ref=sr_1_12?ie=UTF8&s=books&qid=1212092425&sr=1-12

http://www.amazon.com/3D-Games-Animation-Real-time-Rendering/dp/0201787067/ref=sr_1_1?ie=UTF8&s=books&qid=1212092425&sr=1-1

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