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3D Game Engine Architecture - Engineering Real-Time Applications with Wild Magic (Hardcover, 2nd ed): David Eberly 3D Game Engine Architecture - Engineering Real-Time Applications with Wild Magic (Hardcover, 2nd ed)
David Eberly
R4,287 Discovery Miles 42 870 Ships in 10 - 15 working days

Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development. Dave's new book 3D Game Engine Architecture continues the tradition with a comprehensive look at the software engineering and programming of 3D engines. This book is a complete guide to the engineering process, starting with a walk-through of the graphics pipeline showing how to construct the core elements of 3D systems, including data structures, the math system, and the object system. Dave explains how to manage data with scene graphs, how to build rendering and camera systems, and how to handle level of detail, terrain, and animation. Advanced rendering effects such as vertex and pixel shaders are also covered as well as collision detection and physics systems. The book concludes with a discussion of application design, development tools, and coding standards for the source code of the new version of the Wild Magic engine included on the CD-ROM. Wild Magic is a commercial-quality game engine used by many companies and is a unique resource for the game development community.
*CD-ROM with the complete C++ source code for Wild Magic version 3, a commercial-quality game engine for Windows, Linux, and OS X.
*A comprehensive, practical guide to all the steps necessary to build professional-quality real-time simulations with just minimal mathematics required.
*Emphasizes the application of software engineering principles and describes the architecture of large libraries.

Mathematical Problems from Combustion Theory (Hardcover, 1989 ed.): Jerrold Bebernes, David Eberly Mathematical Problems from Combustion Theory (Hardcover, 1989 ed.)
Jerrold Bebernes, David Eberly
R1,507 Discovery Miles 15 070 Ships in 18 - 22 working days

This monograph evolved over the past five years. It had its origin as a set of lecture notes prepared for the Ninth Summer School of Mathematical Physics held at Ravello, Italy, in 1984 and was further refined in seminars and lectures given primarily at the University of Colorado. The material presented is the product of a single mathematical question raised by Dave Kassoy over ten years ago. This question and its partial resolution led to a successful, exciting, almost unique interdisciplinary col laborative scientific effort. The mathematical models described are often times deceptively simple in appearance. But they exhibit a mathematical richness and beauty that belies that simplicity and affirms their physical significance. The mathe matical tools required to resolve the various problems raised are diverse, and no systematic attempt is made to give the necessary mathematical background. The unifying theme of the monograph is the set of models themselves. This monograph would never have come to fruition without the enthu siasm and drive of Dave Eberly-a former student, now collaborator and coauthor-and without several significant breakthroughs in our understand ing of the phenomena of blowup or thermal runaway which certain models discussed possess. A collaborator and former student who has made significant contribu tions throughout is Alberto Bressan. There are many other collaborators William Troy, Watson Fulks, Andrew Lacey, Klaus Schmitt-and former students-Paul Talaga and Richard Ely-who must be acknowledged and thanked."

3D Game Engine Design - A Practical Approach to Real-Time Computer Graphics (Hardcover, 2nd edition): David Eberly 3D Game Engine Design - A Practical Approach to Real-Time Computer Graphics (Hardcover, 2nd edition)
David Eberly
R3,223 Discovery Miles 32 230 Ships in 10 - 15 working days

The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics-all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.

Mathematical Problems from Combustion Theory (Paperback, Softcover reprint of the original 1st ed. 1989): Jerrold Bebernes,... Mathematical Problems from Combustion Theory (Paperback, Softcover reprint of the original 1st ed. 1989)
Jerrold Bebernes, David Eberly
R1,380 Discovery Miles 13 800 Ships in 18 - 22 working days

This monograph evolved over the past five years. It had its origin as a set of lecture notes prepared for the Ninth Summer School of Mathematical Physics held at Ravello, Italy, in 1984 and was further refined in seminars and lectures given primarily at the University of Colorado. The material presented is the product of a single mathematical question raised by Dave Kassoy over ten years ago. This question and its partial resolution led to a successful, exciting, almost unique interdisciplinary col laborative scientific effort. The mathematical models described are often times deceptively simple in appearance. But they exhibit a mathematical richness and beauty that belies that simplicity and affirms their physical significance. The mathe matical tools required to resolve the various problems raised are diverse, and no systematic attempt is made to give the necessary mathematical background. The unifying theme of the monograph is the set of models themselves. This monograph would never have come to fruition without the enthu siasm and drive of Dave Eberly-a former student, now collaborator and coauthor-and without several significant breakthroughs in our understand ing of the phenomena of blowup or thermal runaway which certain models discussed possess. A collaborator and former student who has made significant contribu tions throughout is Alberto Bressan. There are many other collaborators William Troy, Watson Fulks, Andrew Lacey, Klaus Schmitt-and former students-Paul Talaga and Richard Ely-who must be acknowledged and thanked."

Virginia Woolf and Trauma - Embodied Texts (Paperback, New): Suzette Henke, David Eberly Virginia Woolf and Trauma - Embodied Texts (Paperback, New)
Suzette Henke, David Eberly
R771 Discovery Miles 7 710 Ships in 18 - 22 working days

A timely contribution to one of the most contentious areas in Woolf studies, Virginia Woolf and Trauma extends existing scholarship on both Woolf and narratives of trauma in provocative and challenging ways. With contributions by 11 leading scholars, this is an essential addition to any library collection on Woolf, modernism, and the study of trauma in twentieth-century literature.

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