Game Engine Gems 3

Author:   Eric Lengyel
Publisher:   Taylor & Francis Inc
ISBN:  

9781498755658


Pages:   324
Publication Date:   11 April 2016
Format:   Hardback
Availability:   In Print   Availability explained
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Game Engine Gems 3


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Author:   Eric Lengyel
Publisher:   Taylor & Francis Inc
Imprint:   Productivity Press
Dimensions:   Width: 23.50cm , Height: 2.00cm , Length: 19.10cm
Weight:   0.816kg
ISBN:  

9781498755658


ISBN 10:   1498755658
Pages:   324
Publication Date:   11 April 2016
Audience:   Professional and scholarly ,  College/higher education ,  Professional & Vocational ,  Tertiary & Higher Education
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 The Open Game Engine Exchange Format Eric Lengyel Introduction OpenDDL Scene Structure Object Data Animation References Realistic Blending of Skies, Water, and Terrain Frank Kane The Problem Blending Terrain with the Sky Applying Visibility Effects to Distant Clouds Creating Realistic Ocean Horizons Putting It All Together References Fog with a Linear Density Function Eric Lengyel Introduction Fog Factor Calculation Visibility Culling References Vegetation Management in Leadwerks Game Engine 4 Josh Klint Introduction The Problem The Idea Culling Rendering Level of Detail Physics Future Development References Smooth Horizon Mapping Eric Lengyel Introduction Horizon Map Generation Rendering with Horizon Maps References Buffer-Free Generation of Triangle Strip Cube Vertices Don Williamson Introduction Generation Cube Vertices Wireframe Cubes Edge-Preserving Smoothing Filter for Particle Based Rendering Kin-Ming Wong and Tien-Tsin Wong Introduction Guided Image Filtering GLSL Implementation Results and Performance Acknowledgements References Variable Precision Pixel Shading for Improved Power Efficiency Rahul P. Sathe Introduction and Background Algorithm Results Discussion Acknowledgements References A Fast and High-Quality Texture Atlasing Algorithm Manny Ko Introduction Background Chart Segmentation Atlas Packing Atlas-Aware Filtering Acknowledgements References PHYSICS Rotational Joint Limits in Quaternion Space Gino van den Bergen Introduction 3D Rotations Unit Quaternions Quaternions vs. Exponential Map Swing-Twist Limits Volumetric Limits References Volumetric Hierarchical Approximate Convex Decomposition Khaled Mamou Introduction Convex Approximation Volumetric Hierarchical Approximate Convex Decomposition References Simulating Soft Bodies Using Strain Based Dynamics Muhammad Mobeen Movania Introduction Position Based Dynamics Strain Based Dynamics Implementation Details Implementing Cloth Simulation Implementing Tetrahedral Mesh Simulation Barycentric Interpolation Experimental Evaluation Future Work References GENERAL PROGRAMMING Generic, Lightweight, and Fast Delegates in C++ Stefan Reinalter Background The Delegate Technique Toward a Generic Solution Embracing C++11 Extensions Source Code Compile-Time String Hashing in C++ Stefan Reinalter Background The Hash Technique Toward a Generic Hash Function Implementation Notes Source Code Static Reflection in C++ Using Tuples Nicolas Guillemot Rethinking Composition Using Tuples Recursive Member Iteration Practical Concerns Portable SIMD Programs Using ISPC Nicolas Guillemot and Marc Fauconneau Dufresne The Problem ISPC Basics ISPC Example Programs Integration in a Game Engine Tips & Tricks References Shared Network Arrays as an Abstraction of Network Code from Game Code Logic Joao Lucas Guberman Raza Introduction How SNAs Work How a Gameplay Programmer Uses SNAs How a Network Programmer Uses SNAs Further Discussion References CHARACTER CONTROL AND ARTIFICIAL INTELLIGENCE Vision Based Local Collision Avoidance Teofilo Bezerra Dutra, Ricardo Marques, Julien Pettre, and Jan Ondrej Introduction Local Path Planning in Games Vision Based Obstacle Avoidance Purely Reactive Technique Gradient Based Technique Final Considerations Acknowledgements References A Programming Framework for Autonomous NPCs Artur de Oliveira da Rocha Franco, Jose Gilvan Rodrigues Maia, and Fernando Antonio de Carvalho Gomes Introduction CordeIS Overview Implementing CordeIS for Electronic RPGs About the Demo References Beyond Smart Objects: Behavior-Oriented Programming for NPCs in Large Open Worlds Martin Cerny, Tomas Plch, and Cyril Brom Introduction A Little Bit of Context Behavior Objects Integration Within an AI System Implementation in Kingdom Come: Deliverance Lessons Learned Acknowledgements References A Control System for Enhancing Entity Behavior Mike Ramsey Controller Basics PID Implementation Use Cases and Strategies for a PID Controller References A Control System Based Approach to Entity Behavior Mike Ramsey A Single Control System Hierarchical Control System Basics A Hierarchical Control System for Following References

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Author Information

Eric Lengyel is a veteran of the games industry with more than 21 years of experience writing game engines. He earned his PhD in computer science from the University of California, Davis, and his MS in mathematics from Virginia Tech. He is the founder of Terathon Software, where he leads ongoing development of the Tombstone Engine. He was the lead programmer for Quest for Glory V at Sierra Online, worked on the OpenGL team for Apple, and was a member of the Advanced Technology Group at Naughty Dog, where he designed graphics driver software used on the PlayStation 3. He is the author of the bestselling book Mathematics for 3D Game Programming and Computer Graphics and has written several chapters in other books, including the Game Programming Gems series. His articles have been published in the Journal of Game Development, the Journal of Graphics Tools, and on Gamasutra.com.

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