Game Engine Gems 2

Author:   Eric Lengyel (Terathon Software, Roseville, California, USA)
Publisher:   Taylor & Francis Inc
ISBN:  

9781568814377


Pages:   532
Publication Date:   14 February 2011
Format:   Hardback
Availability:   In Print   Availability explained
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Game Engine Gems 2


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Overview

This book, the second volume in the popular Game Engine Gems series, contains short articles that focus on a particular technique, describe a clever trick, or offer practical advice within the subject of game engine development. The 31 chapters cover three broad categories--graphics and rendering, game engine design, and systems programming. Professional game developers, students of game development and computer science, and anyone interested in learning how the pros tackle specific problems that arise during game engine development will find useful gems in this collection. Supplementary materials, including demos, source code, examples, specifications, and more can be found at www.gameenginegems.net

Full Product Details

Author:   Eric Lengyel (Terathon Software, Roseville, California, USA)
Publisher:   Taylor & Francis Inc
Imprint:   A K Peters
Dimensions:   Width: 19.10cm , Height: 2.80cm , Length: 23.50cm
Weight:   1.140kg
ISBN:  

9781568814377


ISBN 10:   1568814372
Pages:   532
Publication Date:   14 February 2011
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Hardback
Publisher's Status:   Active
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

Table of Contents

Graphics and Rendering. Fast Computation of Tight-Fitting Oriented Bounding Boxes. Modeling, Lighting, and Rendering Techniques for Volumetric Clouds Frank Kane. Simulation of Night-Vision and Infrared Sensors. Screen-Space Classification for Efficient Deferred Shading. Delaying OpenGL Calls. A Framework for GLSL Engine Uniforms. A Spatial and Temporal Coherence Framework for Real-Time Graphics. Implementing a Fast Diffusion DOF Solver. Automatic Dynamic Stereoscopic 3D. Practical Stereo Rendering. Making 3D Stereoscopic Games. A Generic Multi-View Rendering Engine Architecture. 3D in a Web Browser. 2D Magic. Game Engine Design. High-Performance Programming with Data-Oriented Design. Game Tuning Infrastructure. Placeholders Beyond Static Art Replacement. Believable Dead Reckoning for Networked Games. An Egocentric Motion Management System. Pointer Patching Assets. Data-Driven Sound Pack Loading and Organization. GPGPU Cloth simulation using GLSL, OpenCL, and CUDA. A Jitter-Tolerant Rigid Body Sleep Condition. Systems Programming. Bit Hacks for Games. Introspection for C++ Game Engines. A Highly Optimized Portable Memory Manager. Simple Remote Heaps. A Cache-Aware Hybrid Sorter. Thread Communication Techniques. A Cross-Platform Multithreading Framework. Producer-Consumer Queues.

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Eric Lengyel

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