ENGLISH

Game Engine Gems 1

Book information

Publisher
Jones and Bartlett
Year
2011
ISBN
0763778885 978-0763778880
Language
english
Format
PDF
Filesize
5 MB (4763117 bytes)
Series
Game Engine Gems 1
Pages
633\633
Time added
2018-01-03 15:26:27

Description

Game Engine Gems brings together in a single volume dozens of new articles from leading professionals in the game development industry. Each "gem" presents a previously unpublished technique related to game engines and real-time virtual simulations. Specific topics include rendering techniques, shaders, scene organization, visibility determination, collision detection, audio, user interface, input devices, memory management, artificial intelligence, resource organization, and cross-platform considerations. Introduction Overview Call for Papers Part I: Game Engine Design Chapter 1: What to Look for When Evaluating Middleware for Integration Chapter 2: The Game Asset Pipeline Chapter 3: Volumetric Representation of Virtual Environments Chapter 4: High-Level Pathfinding Chapter 5: Environment Sound Culling Chapter 6: A GUI Framework and Presentation Layer Chapter 7: World's Best Palettizer Chapter 8: 3D Stereoscopic Rendering: An Overview of Implementation Issues Chapter 9: A Multithreaded 3D Renderer Chapter 10: Camera-Centric Engine Design for Multithreaded Rendering Chapter 11: A GPU-Managed Memory Pool Chapter 12: Precomputed 3D Velocity Field for Simulating Fluid Dynamics Chapter 13: Mesh Partitioning for Fun and Profit Chapter 14: Moments of Inertia for Common Shapes Part II: Rendering Techniques Chapter 15: Physically-Based Outdoor Scene Lighting Chapter 16: Rendering Physically-Based Skyboxes Chapter 17: Motion Blur and the Velocity-Depth-Gradient Buffer Chapter 18: Fast Screen-Space Ambient Occlusion and Indirect Lighting Chapter 19: Real-Time Character Dismemberment Chapter 20: A Deferred Decal Rendering Technique Part III: Programming Methods Chapter 21: Multithreaded Object Models Chapter 22: Holistic Task Parallelism for Common Game Architecture Patterns Chapter 23: Dynamic Code Execution Hierarchies Chapter 24: Key-Value Dictionary Chapter 25: A Basic Scheduler Chapter 26: The Game State Observer Pattern Chapter 27: Fast Trigonometric Operations Using Cordic Methods Chapter 28: Inter-Process Communication Based on Your Own RPC Subsystem Color Plates Numbers Index List of Figures List of Tables List of Listings

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