Multi-Threaded Game Engine Design

Author:   Jonathan Harbour (The University of Advancing Technology)
Publisher:   Cengage Learning, Inc
Edition:   New edition
ISBN:  

9781435454170


Pages:   550
Publication Date:   19 August 2010
Format:   Paperback
Availability:   In Print   Availability explained
Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock.

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Multi-Threaded Game Engine Design


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Full Product Details

Author:   Jonathan Harbour (The University of Advancing Technology)
Publisher:   Cengage Learning, Inc
Imprint:   Delmar Cengage Learning
Edition:   New edition
Dimensions:   Width: 18.60cm , Height: 3.60cm , Length: 23.00cm
Weight:   1.160kg
ISBN:  

9781435454170


ISBN 10:   1435454170
Pages:   550
Publication Date:   19 August 2010
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Out of Print
Availability:   In Print   Availability explained
Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock.

Table of Contents

Introduction. PART I AN INTRODUCTION TO SYMMETRIC MULTI-PROCESSING. 1. Overview of Symmetric Multi-processing Technologies. 2. Working with Boost Threads. 3. Working with OpenMP. 4. Working with POSIX Threads. 5. Working with Windows Threads. PART II CREATING AN ENGINE FOR SMP EXPERIMENTATION. 6. Engine Startup. 7. Vectors and Matrices. 8. Rendering the Scene. 9. Mesh Loading and Rendering. 10. Advanced Lighting Effects. 11. Wrapping the Sky in a Box. 12. Environmental Concerns: Recycling Terrain Polygons. 13. Skeletal Mesh Animation. 14. Sprite Animation and Rasterization. 15. Rendering to a Texture. 16. Entity Management. 17. Picking and Collision Detection. PART III SMP EXPERIMENTS. 18. Threading the Engine. Index.

Reviews

1. An Introduction to Symmetric Multiprocessing. 2. Working with Threads. 3. Working with OpenMP. 4. Creating The Engine Core. 5. Rendering I: Setting Up The Pipeline. 6. Rendering II: Mesh Objects and Scenes. 7. Threading The Engine for Performance. 8. Threading The Renderer and Entity Manager. 9. Creating The Test Environment (Simulation/Game). 10. Optimizing The Threaded Engine. Appendix A: Configuring Your C++ Compiler . Appendix B: Additional Resources Related to Multi-Processing. Appendix C: References/Bibliography.


Author Information

Jonathan S. Harbour is an associate professor at the University of Advancing Technology (Tempe, AZ). His web site at www.jharbour.com includes an online forum and blog for book support. His most recent game projects are Starflight - The Lost Colony (www.starflightgame.com) and Aquaphobia: Mutant Brain Sponge Madness (www.aquaphobiagame.com).

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