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Game Engine Gems 3

Hardback by Lengyel, Eric

Game Engine Gems 3

£103.99

ISBN:
9781498755658
Publication Date:
11 Apr 2016
Language:
English
Publisher:
Taylor & Francis Inc
Imprint:
Productivity Press
Pages:
324 pages
Format:
Hardback
For delivery:
Temporarily unavailable
Game Engine Gems 3

Description

This book, the third volume in the popular Game Engine Gems series, contains 22 new chapters that concisely present particular techniques, describe clever tricks, or offer practical advice within the subject of game engine development. Each chapter is filled with the expert knowledge and wisdom of seasoned professionals from both industry and academia. The book is divided into four broad categories pertaining to game engine development: Graphics and rendering Physics General programming Character control and artificial intelligence There is also a companion website, gameenginegems.com, where updates and supplementary materials are posted. Many chapters offer downloadable source code, demos, and examples. Covering the latest developments and continuing to provide practical methods and tips for game engine development, Game Engine Gems 3 is indeed a new gem in the series. Not only does it aid professionals in their work, but it also shows students and others interested in game development how the pros tackle specific problems that arise during game engine development.

Contents

GRAPHICS AND RENDERING. The Open Game Engine Exchange Format. Realistic Blending of Skies, Water, and Terrain. Fog with a Linear Density Function. Vegetation Management in Leadwerks Game Engine 4. Smooth Horizon Mapping. Buffer-Free Generation of Triangle Strip Cube Vertices. Edge-Preserving Smoothing Filter for Particle Based Rendering. Variable Precision Pixel Shading for Improved Power Efficiency. A Fast and High-Quality Texture Atlasing Algorithm. PHYSICS. Rotational Joint Limits in Quaternion Space. Volumetric Hierarchical Approximate Convex Decomposition. Simulating Soft Bodies Using Strain Based Dynamics. GENERAL PROGRAMMING. Generic, Lightweight, and Fast Delegates in C++. Compile-Time String Hashing in C++. Static Reflection in C++ Using Tuples. Portable SIMD Programs Using ISPC. Shared Network Arrays as an Abstraction of Network Code from Game Code Logic. CHARACTER CONTROL AND ARTIFICIAL INTELLIGENCE. Vision Based Local Collision Avoidance. A Programming Framework for Autonomous NPCs. Beyond Smart Objects: Behavior-Oriented Programming for NPCs in Large Open Worlds. A Control System for Enhancing Entity Behavior. A Control System Based Approach to Entity Behavior.

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