Game Engine Gems 2
eBook - PDF

Game Engine Gems 2

  1. 532 pages
  2. English
  3. PDF
  4. Available on iOS & Android
eBook - PDF

Game Engine Gems 2

About this book

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, game engine design, and systems programming. Profess

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Yes, you can access Game Engine Gems 2 by Eric Lengyel in PDF and/or ePUB format, as well as other popular books in Informatica & Grafica per computer. We have over one million books available in our catalogue for you to explore.

Information

Table of contents

  1. Front Cover
  2. Contents
  3. Preface
  4. Part I. Graphics and Rendering
  5. 1. Fast Computation of Tight‐Fitting Oriented Bounding Boxes
  6. 2. Modeling, Lighting, and Rendering Techniques for Volumetric Clouds
  7. 3. Simulation of Night‐Vision and Infrared Sensors
  8. 4. Screen‐Space Classification for Efficient Deferred Shading
  9. 5. Delaying OpenGL Calls
  10. 6. A Framework for GLSL Engine Uniforms
  11. 7. A Spatial and Temporal Coherence Framework for Real‐Time Graphics
  12. 8. Implementing a Fast DDOF Solver
  13. 9. Automatic Dynamic Stereoscopic 3D
  14. 10. Practical Stereo Rendering
  15. 11. Making 3D Stereoscopic Games
  16. 12. A Generic Multiview Rendering Engine Architecture
  17. 13. 3D in a Web Browser
  18. 14. 2D Magic
  19. Part II. Game Engine Design
  20. 15. High‐Performance Programming with Data‐Oriented Design
  21. 16. Game Tuning Infrastructure
  22. 17. Placeholders beyond Static Art Replacement
  23. 18. Believable Dead Reckoning for Networked Games
  24. 19. An Egocentric Motion Management System
  25. 20. Pointer Patching Assets
  26. 21. Data‐Driven Sound Pack Loading and Organization
  27. 22. GPGPU Cloth Simulation Using GLSL, OpenCL, and CUDA
  28. 23. A Jitter‐Tolerant Rigid Body Sleep Condition
  29. Part III. Systems Programming
  30. 24. Bit Hacks for Games
  31. 25. Introspection for C++ Game Engines
  32. 26. A Highly Optimized Portable Memory Manager
  33. 27. Simple Remote Heaps
  34. 28. A Cache‐Aware Hybrid Sorter
  35. 29. Thread Communication Techniques
  36. 30. A Cross‐Platform Multithreading Framework
  37. 31. Producer‐Consumer Queues
  38. Contributor Biographies
  39. Back Cover