
Series The Morgan Kaufmann Series in Interactive 3D Technology
12 Works
Popularity 23,245 (387 Members)
701 Books
3 Reviews
3.9
- 3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic by David H. Eberly
- 3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics by David H. Eberly
- Artificial Intelligence for Games by Ian Millington
- Better Game Characters by Design: A Psychological Approach by Katherine Isbister
- Collision Detection in Interactive 3D Environments by Gino van den Bergen
- Essential Mathematics for Games and Interactive Applications: A Programmer's Guide by James M. Van Verth
- Game Physics by David H. Eberly
- Game Physics Engine Development by Ian Millington
- Physically Based Rendering : From Theory to Implementation by Matt Pharr
- Real-Time Collision Detection by Christer Ericson
- Real-Time Shader Programming by Ron Fosner
- Visualizing Quaternions by Andrew J. Hanson
| 3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic by David H. Eberly 48 copies | |
| 3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics by David H. Eberly 116 copies | |
| Artificial Intelligence for Games by Ian Millington 102 copies | |
| Better Game Characters by Design: A Psychological Approach by Katherine Isbister 35 copies | |
| Collision Detection in Interactive 3D Environments by Gino van den Bergen 24 copies | |
| Essential Mathematics for Games and Interactive Applications: A Programmer's Guide by James M. Van Verth 86 copies, 1 review | |
| Game Physics by David H. Eberly 87 copies, 1 review | |
| Game Physics Engine Development by Ian Millington 31 copies | |
| Physically Based Rendering : From Theory to Implementation by Matt Pharr 43 copies | |
| Real-Time Collision Detection by Christer Ericson 78 copies, 1 review | |
| Real-Time Shader Programming by Ron Fosner 13 copies | |
| Visualizing Quaternions by Andrew J. Hanson 38 copies |
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