Название: Metal by Tutorials (Fourth Edition): Beginning Game Engine Development With Metal Автор: Caroline Begbie, Marius Horga Издательство: Kodeco Inc. Год: 2023 Страниц: 806 Язык: английский Формат: pdf (true) Размер: 47.0 MB
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.
Metal is a unified, low-level, low-overhead application programming interface (API) for the graphics processing unit, or GPU. It’s unified because it applies to both 3D graphics and data-parallel computation paradigms. Metal is a low-level API because it provides programmers near-direct access to the GPU. Finally, Metal is a low-overhead API because it reduces the runtime cost by multi-threading and pre-compiling of resources. But beyond the technical definition, Metal is the most appropriate way to use the parallel processing power of Apple GPUs to visualize data or solve numerical challenges. It’s also tailored to be used for Machine Learning, image/video processing or, as this book describes, graphics rendering.
This book introduces you to low-level graphics programming in Metal — Apple’s framework for programming on the graphics processing unit (GPU). As you progress through this book, you’ll learn many of the fundamentals that go into making a game engine and gradually put together your own engine. Once your game engine is complete, you’ll be able to put together 3D scenes and program your own simple 3D games. Because you’ll have built your 3D game engine from scratch, you’ll be able to customize every aspect of what you see on your screen.
Who This Book Is For: 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. Shading: Understand how vertex and fragment shaders work. Textures & Materials: Design textures and surfaces for micro detail. Multipass Rendering: Add shadows with advanced lighting effects. Tile-based Deferred Rendering: Take full advantage of your Apple GPU with this rendering technique. GPU-Driven Rendering: Move the rendering setup to the GPU. Tessellation: Discover how to use tessellation to add a higher level of detail using fewer resources. Environment: Add realistic skies and water to your scenes. Particle Systems: Learn how to make stunning visual effects using GPU compute shaders. Character Animation: Bring your 3D models to life with joints and animation. Raytracing: Learn how to perform raytracing on the GPU. Advanced Lighting & Shadows: Discover signed distance fields and render beautiful shadows. Performance Optimization: Tune up your game with Xcode’s new tools. After reading this book, you’ll be prepared to take full advantage of graphics rendering with the Metal framework.
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