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OverviewThis 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 DetailsAuthor: 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: 9781568814377ISBN 10: 1568814372 Pages: 532 Publication Date: 14 February 2011 Audience: Professional and scholarly , Professional & Vocational Format: Hardback Publisher's Status: Active Availability: In Print ![]() 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 ContentsGraphics 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.ReviewsAuthor InformationEric Lengyel Tab Content 6Author Website:Countries AvailableAll regions |