TEAM LinG - Live, Informative, Non-cost and Genuine!
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TEAM LinG - Live, Informative, Non-cost and Genuine!
Download at www.Pin5i.Com
To my beloved wife Rike and our son Tim
TEAM LinG - Live, Informative, Non-cost and Genuine!
Download at www.Pin5i.Com
In a world designed by the men in gray who decide how we live in brief, there’s a
master plan for the company men from the cradle to the company grave.
“Return of Alex,” Die Toten Hosen
W
riting about the things I like is pretty much one of my favorite hobbies. After
all, it is a good way to pull even more people over to the dark side. This book
is about the dark side of programming 3D engines for video game applica-
tions, and I hope to pull as many of you into the fun side of programming computer
graphics stuff as I can.
It took some time to write the original version of this book as well as complete the English
translation for it. A lot of things happened during that time, but the most important event
was my little son Tim’s arrival into this world. Even if doing 3D graphics is a lot of fun,
Tim taught me that a baby’s smile is way more beautiful than the most perfect 3D scene
with per-pixel lighting, real-time shadows, and glow effects.
Besides my baby Tim, a lot of other people took their share in bringing this book about,
and I would like to thank all of those people. I first want to mention Oli (Oliver Düvel),
who wrote the chapter on character animation and a large portion of the network device
chapter. For the original version of this book, Marcus Beck and Boris Karnikowski looked
after me and helped me get the book done. Working with them was a pleasure, as they
were friendly and motivated me. The same applies for Emi Smith, who organized the
English version of the book and who tolerated my tardiness on due dates with a smile on
her face and in her friendly e-mails. Thanks, Emi. And thanks to André LaMothe for
establishing the contact.
vi
Acknowledgments
TEAM LinG - Live, Informative, Non-cost and Genuine!
Download at www.Pin5i.Com
Marco Kögler was kind enough to help me out with tips and tricks and listened carefully
when I described scene management and lighting ideas to him. He pointed out weak-
nesses in the approaches and helped me with per-pixel lighting topics. Finally, I would like
to thank the band Toten Hosen for the great music that kept me going and Jacobs for the
instant coffee that kept me running.
Last, but not least, thanks to Rike, who makes all this possible.
Stefan Zerbst
Diligence is neither an ability nor a talent. It is a matter of habit.
Peter F. Drucker
T
hese days, it is important to create video games that fascinate the player. To create
this fascination, a video game needs very basic elements, such as network modes
and character animation. The goal of these elements is to increase the level of
interactivity the game is design for.
Personally, I am always astonished by the development of the character animation tech-
niques employed in video games. Starting with plain, animated image files called sprites
in the 80s and ending with the highly precise animations of characters with facial expres-
sions moving through virtual game worlds, animations techniques are developing at
amazing speeds.
I’ve had a lot of fun contributing to this book, and I hope you will have as much fun read-
ing it.
Oliver Düvel
Acknowledgments vii
TEAM LinG - Live, Informative, Non-cost and Genuine!
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