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3D Game Engine Design, 2nd Edition
book

3D Game Engine Design, 2nd Edition

by David Eberly
November 2006
Intermediate to advanced content levelIntermediate to advanced
1040 pages
26h 31m
English
CRC Press
Content preview from 3D Game Engine Design, 2nd Edition
Chapter
11
Curves
A
t first glance, curves do not appear to be a central topic in building a game en-
gine. Many game engines concentrate on taking polygonal models and process-
ing them for display by the renderer. If objects must change position or orientation
during game play, the standard approach has been just to move the objects in a simple
fashion, using translation by constant vector offset and rotation by a constant angle—
something that requires only vector and matrix algebr a (i.e., linear algebra, emphasis
on line). But curves are actually quite useful when you think about it. For example,
if a flight simulator wishes to support realistic flig ...
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Publisher Resources

ISBN: 9781482267303