I have been baffled by the lackluster quality of past publications targeted specifically at the interactive, real-time engineer and developer, and I am confident that Dr. Eberly's magnum opus will raise the bar for everyone who follows in his footsteps. I expect his work to become to game developers what Foley, Van Dam, et al., was to the graphics community in the late 80s and early 90s: the de facto mirror of the stae of art in research and development in the field. --Andrea Pessino, Blizzard Entertainment
This is a great book for someone who is writing his or her first 3D engine and has a reasonable background in math. Even for people who have written game engines before, there is plenty of value in the alternative techniques that Eberaly presents for various parts of the 3D pipeline, which makes for a great reference text. I particularly like the presentation of various alternatives and their pros and cons. He clearly covers performance issues and includes all the important elements of a graphics game engine. He even includes a good introduction to animation techniques and collision detection. The book is not ashamed to delve deep into the technical details and the mathematics behind 3D graphics; I think this is good. 3D Game Engine Design would certainly find a prime place on my bookshelf. --Dominic Mallinson, Director of Technology, Research, and Development, Sony Computer Entertainment America
Virtually all the books on building 3D game engines cover the basics: here's a polygon, here's a transformation matrix, here's a perspective projection, and so on. The problem is that you can't make a professional quality game with just the basics. This leaves a large gap between you and your goal of creating a great game engine. With this book, Dave is launching a huge boulder into the gap, helping you scamper to your destination. Managing a generalized 3D environment in real-time is difficult, the book covers a complete set of high-end techniques to do the job. For example, if you want to find collisions between the swept volumes of two oriented bounding volumes as they fly through space go to page 194. I think most game companies would be lucky to come anywhere close to this level of sophistication. I loved Appendix A, Object-Oriented Infrastructure. It covers many of the software-engineering issues we have had to solve over the years; things like objects with multiple references being managed by a reference count semaphore. --Eric Yiskis, Lead Programmer, Oddworld Inhabitants
[3D Game Engine Design] presents an incredible amount of difficult and complex information in a clear and understandable manner. --Ian Ashdown, University of British Columbia
Well done...definately a must-have reference for the budding 3D engine developer. --Peter Lipson, Mindscape
Before reading the chapters, [the table of contents] engaged me and I said to myself , I'm going to learn a lot from this book. I'm inclined to recommend this to my undergraduates who want to have a reference for 3D graphics programming. --Jahn Laird, University of Michigan
This book will serve as a welcome resource for game programmers who wish to work at the cutting edge of their trade. It is a remarkably comprehensive and elegant guide to the construction of interactive 3D environments at a professional level. Drawing on the latest advances in real-time rendering and software engineering, Eberly astutely brings game engine development into the 21st century. --Sherry McKenna, CEO Oddworld Inhabitants
Dave Eberly has written the definitive book on real-time 3D game engine design. It's a must-have for anyone who writes real-time 3D code. --Franz Lanzinger, Actual Entertainment
In an industry where quality information is extremely difficult to come by, Dave Eberly has managed to compile a desperately needed perspective for those programming the most critical link in the game production process: the game engine. This book should be mandatory reading for all aspiring game engine designers. --Lorne Lanning, Cofounder and President, Oddworld Inhabitants