{"product_id":"138171","title":"Learn 3D Game Programming from the Basics! ","description":"\u003ccenter\u003e\u003cdiv style=\"text-align:center\"\u003e\u003cimg src=\"https:\/\/tmgdisk01.cafe24.com\/images\/vs\/4172\/sv\/3jXPCfJejC99jW6L31i6SwVCpuYBuS.png?v=1765060921\" style=\"max-width:100%;max-height:10px\"\u003e\u003c\/div\u003e\u003c\/center\u003e\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\u003ccenter\u003e\n\n\u003cdiv style=\"width:95%\"\u003e\n\n\u003cdiv style=\"text-align:center;font-size:30px;font-weight:bolder;line-height:1.6em\"\u003e Learn 3D Game Programming from the Basics! \u003c\/div\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cdiv style=\"border-bottom:1px;border-bottom-style:dotted;border-color:;padding-bottom:20px\"\u003e\u003ccenter\u003e\u003ctable align=\"center\" width=\"100%\"\u003e\u003ctbody style=\"border:0px\"\u003e\n\n\u003ctr\u003e\u003ctd align=\"center\" style=\"line-height:1.2em;text-align:center;font-size:18px;color:black;font-weight:bold;padding-bottom:20px;\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\n\n\u003ctr\u003e\u003ctd style=\"text-align:center\"\u003e\u003cimg src=\"https:\/\/image.yes24.com\/goods\/161528917\/XL\" style=\"max-width:100%;height:auto\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\n\n\n\u003c\/tbody\u003e\u003c\/table\u003e\u003c\/center\u003e\u003c\/div\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cdiv style=\"width:95%;{split_style6}padding-top:20px;padding-bottom:20px\"\u003e\n\n\u003cdiv style=\"text-align:left;font-size:16px;font-weight:bold;padding-bottom:20px\"\u003e Description \u003c\/div\u003e\n\n\u003cdiv style=\"text-align:left;word-break:break-all;font-size:14px;line-height:1.6em;\"\u003e\n\n\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eBook Introduction\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e\u003cdiv\u003e This book teaches and practices the principles of 3D rendering using C++ and OpenGL.\u003cbr\u003e\u003cbr\u003e You will learn how polygons are displayed on the screen, game mathematics, shader programming, and spline techniques to understand the elements that make up 3D rendering. \u003cbr\u003eGame engines like Unity and Unreal all use graphics APIs like OpenGL or DirectX to render 3D polygons.\u003cbr\u003e If you simply use the engine, you may not even know that these hidden processes exist.\u003cbr\u003e But once you understand these basic principles, you'll be able to use the game engine more freely.\u003cbr\u003e Furthermore, you will be able to gain a much deeper understanding when analyzing the source code of a game engine.\u003cbr\u003e\n\u003c\/div\u003e\u003c\/div\u003e\n\u003cdiv\u003e\u003cul\u003e\u003cli\u003e You can preview some of the book's contents.\u003cbr\u003e \u003cspan\u003ePreview\u003c\/span\u003e\n\n\u003c\/li\u003e\u003c\/ul\u003e\u003c\/div\u003e\n\u003c\/div\u003e\n\u003cbr\u003e\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eindex\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e ? Part 1.\u003cbr\u003e 3D Rendering Basics\u003cbr\u003e CHAPTER 1.\u003cbr\u003e Preparing for OpenGL\u003cbr\u003e What is OpenGL?\u003cbr\u003e Why use OpenGL?\u003cbr\u003e Configuring the development environment\u003cbr\u003e Create a window\u003cbr\u003e organize\u003cbr\u003e\u003cbr\u003e CHAPTER 2.\u003cbr\u003e Drawing a triangle\u003cbr\u003e Basic knowledge\u003cbr\u003e Vertex buffer\u003cbr\u003e Index buffer\u003cbr\u003e organize\u003cbr\u003e\u003cbr\u003e CHAPTER 3.\u003cbr\u003e Color, texture mapping\u003cbr\u003e Change polygon color\u003cbr\u003e Texture mapping\u003cbr\u003e Texture synthesis\u003cbr\u003e organize\u003cbr\u003e\u003cbr\u003e Part 2.\u003cbr\u003e 3D rendering principles\u003cbr\u003e CHAPTER 4.\u003cbr\u003e conversion\u003cbr\u003e Translation, scale, and rotation matrices \u003cbr\u003eShader Programming Fundamentals\u003cbr\u003e space\u003cbr\u003e organize\u003cbr\u003e\u003cbr\u003e CHAPTER 5.\u003cbr\u003e Basic Mathematics\u003cbr\u003e vector\u003cbr\u003e Addition, subtraction, multiplication, inner product, and outer product of vectors\u003cbr\u003e Trigonometric functions\u003cbr\u003e Tangent, sine, cosine\u003cbr\u003e Circles and Trigonometric Functions\u003cbr\u003e Pi, radians\u003cbr\u003e organize\u003cbr\u003e\u003cbr\u003e CHAPTER 6.\u003cbr\u003e Creating a rendering library\u003cbr\u003e Class structure\u003cbr\u003e Game Object\u003cbr\u003e camera\u003cbr\u003e Light\u003cbr\u003e Scene\u003cbr\u003e Mesh, Material, Shader\u003cbr\u003e Loading OBJ files\u003cbr\u003e Creating a 3D scene\u003cbr\u003e organize\u003cbr\u003e\u003cbr\u003e Part 3.\u003cbr\u003e Shader Programming and Curves\u003cbr\u003e CHAPTER 7.\u003cbr\u003e Shader Programming\u003cbr\u003e Monochromatic shader\u003cbr\u003e Lighting techniques\u003cbr\u003e Rim lighting\u003cbr\u003e Create an outline\u003cbr\u003e Adjust your body shape\u003cbr\u003e organize\u003cbr\u003e\u003cbr\u003e CHAPTER 8.\u003cbr\u003e spline\u003cbr\u003e Bezier splines\u003cbr\u003e Hermit spline\u003cbr\u003e Catmull-Rom spline\u003cbr\u003e organize\u003cbr\u003e\u003cbr\u003e In conclusion\u003cbr\u003e References\u003c\/div\u003e\n\u003cdiv\u003e\u003c\/div\u003e\n\u003c\/div\u003e\n\u003cbr\u003e\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eInto the book\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e Matrix multiplication operations on a large number of vertices are better performed in parallel on the GPU, which exists in the graphics card, rather than on the CPU.\u003cbr\u003e This creates a need to write programs in a form that the GPU can interpret.\u003cbr\u003e --- p.109\u003cbr\u003e\u003cbr\u003e This time, 3.14 came out again. \u003cbr\u003eSince circles are all similar shapes regardless of size, the ratio of their diameter to their circumference always comes out to the same value.\u003cbr\u003e This ratio is called pi, which is a bit difficult to understand, and is represented by pi (π).\u003cbr\u003e You can see that this pi is always constant regardless of the size of the circle.\u003cbr\u003e If you measure the diameter and circumference of any circular object around you, the ratio will always be 3.14, no matter what size it is.\u003cbr\u003e --- p.190\u003cbr\u003e\u003cbr\u003e If we repeat this calculation while appropriately increasing t from 0 to 1, we will be able to obtain the entire coordinates for creating a curve.\u003cbr\u003e The smaller the increase range of t, the more calculated points there are, resulting in a more precise curve.\u003cbr\u003e\n\n\u003c\/div\u003e\n\u003cdiv\u003e --- p.269\u003c\/div\u003e\n\u003c\/div\u003e\n\u003cdiv\u003e\u003c\/div\u003e\n\u003c\/div\u003e\n\u003cbr\u003e\u003cdiv\u003e\u003ch5\u003e \u003cb\u003ePublisher's Review\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e In practice, when programming 3D game clients, you will mainly use game engines such as Unity or Unreal to create games. \u003cbr\u003eWhile it is important to be able to handle these engines well, ultimately, a solid understanding of the principles that make up an engine is the way to better use it.\u003cbr\u003e\u003cbr\u003e This book reconstructs the principles of 3D rendering hidden inside a fancy engine using only C++ and OpenGL.\u003cbr\u003e In this day and age where we create the software we want through vibe coding, this may seem like a somewhat inconvenient and slow method, but no engineer can deny the importance of basic science.\u003cbr\u003e\u003cbr\u003e The good thing about this book is that it's easy.\u003cbr\u003e Even if you don't have any professional 3D background knowledge, you will have no trouble following the book as long as you know C++ syntax.\u003cbr\u003e\u003cbr\u003e In addition, game mathematics such as vectors and matrices, which seemed complicated, are explained step by step, starting from very simple principles and going up to the actual application. \u003cbr\u003eGoing through this process gave me the confidence that I could try my hand at game math, which was once boring and uninteresting.\u003cbr\u003e\u003cbr\u003e Finally, you will get a taste of advanced 3D programming techniques by learning shader programming and spline techniques.\u003cbr\u003e Although it doesn't go into great depth, it allows you to naturally step into difficult and unfamiliar fields.\u003cbr\u003e\u003cbr\u003e I recommend this book to anyone who is tired of complicated, formula-filled 3D game programming books.\u003cbr\u003e\n\u003c\/div\u003e\n\u003cdiv\u003e\u003c\/div\u003e\n\u003c\/div\u003e\n\u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cdiv style=\"width:95%;padding-top:20px;padding-bottom:20px\"\u003e\n\n\u003cdiv style=\"text-align:left;font-size:16px;font-weight:bold;padding-bottom:20px\"\u003e GOODS SPECIFICS \u003c\/div\u003e\n\n\u003cdiv style=\"text-align:left;font-size:14px;line-height:1.6em;\"\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003eDate of issue:\u003c\/strong\u003e November 17, 2025\u003c\/div\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003ePage count, weight, size:\u003c\/strong\u003e 288 pages | 542g | 183*235*12mm\u003c\/div\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003eISBN13:\u003c\/strong\u003e 9791199483309 \u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\u003ccenter\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cspan\u003e\u003c\/span\u003e\n\n\u003c\/center\u003e\n\n\n\u003c\/center\u003e","brand":"LIBRAIRIE COREENNE","offers":[{"title":"Default Title","offer_id":43893212119082,"sku":"138171","price":31.0,"currency_code":"EUR","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0683\/2750\/5962\/files\/89eac8cdae6b565c086728d8b8f52734.jpg?v=1765391993","url":"https:\/\/librairie.coreenne.fr\/en\/products\/138171","provider":"LIBRAIRIE COREENNE","version":"1.0","type":"link"}