Metal by Tutorials: Beginning game engine development with Metal
Authors: raywenderlich Tutorial Team – Caroline Begbie – Marius Horga
ISBN-10: 1942878540
ISBN-13: 9781942878544
Publication Date 出版日期: 2019-02-07
Print Length 页数: 659 pages
Book Description
By finelybook
Build your own low-level game engine in Metal!
This book introduces you to graphics programming in Metal — Apple’s framework for programming on the GPU. You’ll build your own game engine in Metal where you can create 3D scenes and build your own 3D games.
This book is for intermediate Swift developers interested in learning 3D graphics or gaining a deeper understanding of how game engines work.
Topics Covered in Metal by Tutorials
The Rendering Pipeline: Take a deep dive through the graphics pipeline.
3D Models: Import 3D models with Model I/O and discover what makes up a 3D model.
Coordinate Spaces: Learn the math behind 3D rendering.
Lighting: Make your models look more realistic with simple lighting techniques.
Textures & Materials: Design textures and surfaces for micro detail.
Character Animation: Bring your 3D models to life with joints and animation.
Tessellation: Discover how to use tessellation to add a greater level of detail using fewer resources.
Environment: Add a sky to your scenes and use the sky image for lighting.
Instancing & Procedural Generation: Save resources with instancing,and generate scenes algorithmically.
Multipass & Deferred Rendering: Add shadows with advanced lighting effects.
And more!
Introduction
Section l: The Player
Chapter 1: Hello,Metal!
Chapter 2: 3D Models
Chapter 3: The Rendering Pipeline
Chapter 4: Coordinate Spaces
Chapter 5: Lighting Fundamentals
Chapter 6: Textures
Chapter 7: Maps & Materials
Chapter 8: Character Animation
Section I: The Scene
Chapter 9: . The Scene Graph
Chapter 10: Fragment Post-Processing
Chapter 11: Tessellation & Terrains
Chapter 12: Environment
Chapter 13: Instancing & Procedural Generation
Chapter 14: Multipass & Deferred Rendering
Chapter 15: Performance Optimization
Section ll: The Effects
Chapter 16: Particle Systems
Chapter 17: Particle Behavior
Chapter 18: Rendering with Rays
Chapter 19: Advanced Shadows
Chapter 20: Advanced Lighting
Chapter 21: Metal Performance Shaders
Chapter 22: Integrating Spritekit & Scenekit
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