Game engine gems 2 /
This 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, g...
Clasificación: | Libro Electrónico |
---|---|
Otros Autores: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Natick, Mass. : Boca Raton, Fla. :
AK Peters, Ltd. ; CRC Press,
©2011.
©2011 |
Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- GRAPHICS AND RENDERING; Fast Computation of Tight-Fitting Oriented Bounding Boxes; Thomas Larsson (Senior Lecturer at Mälardalen University) & Linus Källberg (Lecturer at Mälardalen University); Modeling, Lighting, and Rendering Techniques for Volumetric Clouds; Frank Kane (Founder of Sundog Software, LLC); Simulation of Night-Vision and Infrared Sensors; Frank Kane (Founder of Sundog Software, LLC); Screen-Space Classification for Efficient Deferred Shading; Balor Knight (Senior Principal Programmer at Black Rock Studio), Matthew Ritchie (Principal Programmer at Black Rock Studio), George Parrish (Senior Programmer at Black Rock Studio); Delaying OpenGL Calls; Patrick Cozzi (Software Engineer at Analytical Graphics, Inc.); A Framework for GLSL Engine Uniforms; Patrick Cozzi (Software Engineer at Analytical Graphics,
- Inc.); A Spatial and Temporal Coherence Framework for Real-Time Graphics; Michał Drobot (Reality Pump Game Development Studios); Implementing a Fast Diffusion DOF Solver; Holger Grün (Advanced Micro Devices, Inc.); Automatic Dynamic Stereoscopic 3D; Jason Hughes (Founder of Steel Penny Games); Practical Stereo Rendering; Matthew Johnson (Software Engineer at Advanced Micro Devices, Inc.); Making 3D Stereoscopic Games; Sébastien Schertenleib (Principal Engineer at Sony Computer Entertainment Europe); A Generic Multi-View Rendering Engine Architecture; M. Adil Yalçın (M. Sc.
- Graduate at Bilkent University) & Tolga Çapın (Assistant Professor at Bilkent University); 3D in a Web Browser; Rémi Arnaud (Chief Software Engineer at Screampoint Inc.); 2D Magic; Daniel Higgins (Owner and Manager of Lunchtime Studios, LLC); ; GAME ENGINE DESIGN; High-Performance Programming with Data-Oriented Design; Noel Llopis (Founder of Snappy Touch); Game Tuning Infrastructure; Wessam Bahnassi (Software Engineer at Electronic Arts, Inc.); Placeholders Beyond Static Art Replacement; Olivier Vaillancourt (Centre MOIVRE, Université de Sherbrooke) & Richard Egli (Centre MOIVRE, Université de Sherbrooke); Believable Dead Reckoning for Networked Games; Curtiss Murphy (Senior Project Engineer at Alion Science and Technology); An Egocentric Motion Management System; Michael Ramsey (Ramsey Research,
- LLC); Pointer Patching Assets; Jason Hughes (Founder of Steel Penny Games); Data-Driven Sound Pack Loading and Organization; Simon Franco (The Creative Assembly); GPGPU Cloth simulation using GLSL, OpenCL, and CUDA; Marco Fratarcangeli (Senior Software Engineer at Taitus Software Italia); A Jitter-Tolerant Rigid Body Sleep Condition; Eric Lengyel (Series Editor and Founder of Terathon Software LLC)SYSTEMS PROGRAMMING; Bit Hacks for Games; Eric Lengyel (Series Editor and Founder of Terathon Software LLC); Introspection for C++ Game Engines; Jon Watte (Technical Director at IMVU, Inc.); A Highly Optimized Portable Memory Manager; Jason Hughes (Founder of Steel Penny Games); Simple Remote Heaps; Jason Hughes (Founder of Steel Penny Games); A Cache-Aware Hybrid Sorter; Manny Ko (R & D Engineer at Naughty Dog,
- Inc. & Dreamworks Animation); Thread Communication Techniques; Julien Hamaide (Founder of Fishing Cactus); A Cross-Platform Multithreading Framework; Martin Fleisz (Chief Development Officer at Thinstuff s.r.o.); Producer-Consumer Queues; Matthew Johnson (Software Engineer at Advanced Micro Devices, Inc.).