Original book preview http://books.google.com.hk/books? Id = lj20tsepkk4c
This book is different from a book that generally introduces graphic APIs or pure 3D engine design theories,
The entire article demonstrates practical control over actual game development projects,
Some projects should do this,
Some projects should be in progress,
Some parts can be used as reliable directions and reference
Extract some pertinent chapters.
(My translation is too hasty and rough. I have understood it for a while)
Part 2 underlying Engine System
7. game loop and Real-Time Simulation
7.1 rendering cycle
7.2 game loop
7.3 game loop structure
7.5 deal with time in the game
7.6 multi-processor game loop
7.7 Online multiplayer game loop
9. debugging tools and development
9.1 logs and tracking
9.2 debug Drawing Mechanism
9.3 game built-in menu
9.4 game built-in Console
9.5 debug the camera and pause the game
9.6 deception means
9.7 screen and video capturing
9.8 game built-in configuration document
Part 3 graphics and actions
10. Rendering Engine
10.1 depth buffer-based Grating
10.2 rendering pipeline
10.3 advanced and Global Illumination
10.4 visual effects and Performance
11. Action System
11.1 role action Type
11.2 bones
11.3 posture
11.4 crop
11.5 skin and template matrix generation
11.6 action mix
11.7 post-processing
11.8 compression technology
11.9 structure of the animation System
11.10 animation Pipeline
11.11 action state machine
11.12 action control
12. Collision and Rigid Body Dynamics
12.1 do you want to integrate the physical system into the game?
12.2 collision/physical Middleware
12.3 Collision Detection System
12.4 Rigid Body Dynamics
12.5 integrate physical systems into your game
12.6 Foresight: Features of Advanced physical systems