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Game Engine Gems 2


Game Engine Gems 2

Hardback by Lengyel, Eric (Terathon Software, Roseville, California, USA)

Game Engine Gems 2

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£110.50

ISBN:
9781568814377
Publication Date:
14 Feb 2011
Language:
English
Publisher:
Taylor & Francis Inc
Imprint:
A K Peters
Pages:
532 pages
Format:
Hardback
For delivery:
Estimated despatch 27 May - 1 Jun 2024
Game Engine Gems 2

Description

This book contains short articles that focus on a particular technique, describe a clever trick, or offer practical advice on 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 can be found on the book's website.

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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