ABSTRACT

The first edition of 3D Game Engine Design was written in the late 1990s when3dfx Voodoo cards were in style and the NVIDIA Riva TNT cards had just arrived. The book was written based on the state of graphics at that time. Six years have passed between that edition and this, the second edition. Graphics hardware has changed dramatically. So have games. The hardware has extremely powerful graphics processing units (GPUs), lots of video memory, and the option of programming it via shader programs. (These did not exist on consumer cards when I wrote the first edition.) Games have evolved also, having much richer (and much more) content and using more than graphics. We now have physics engines and more recently physics processors (PhysX from Ageia).