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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
- Front Cover
- Contents
- Preface
- Part I. Graphics and Rendering
- 1. Fast Computation of TightâFitting Oriented Bounding Boxes
- 2. Modeling, Lighting, and Rendering Techniques for Volumetric Clouds
- 3. Simulation of NightâVision and Infrared Sensors
- 4. ScreenâSpace Classification for Efficient Deferred Shading
- 5. Delaying OpenGL Calls
- 6. A Framework for GLSL Engine Uniforms
- 7. A Spatial and Temporal Coherence Framework for RealâTime Graphics
- 8. Implementing a Fast DDOF Solver
- 9. Automatic Dynamic Stereoscopic 3D
- 10. Practical Stereo Rendering
- 11. Making 3D Stereoscopic Games
- 12. A Generic Multiview Rendering Engine Architecture
- 13. 3D in a Web Browser
- 14. 2D Magic
- Part II. Game Engine Design
- 15. HighâPerformance Programming with DataâOriented Design
- 16. Game Tuning Infrastructure
- 17. Placeholders beyond Static Art Replacement
- 18. Believable Dead Reckoning for Networked Games
- 19. An Egocentric Motion Management System
- 20. Pointer Patching Assets
- 21. DataâDriven Sound Pack Loading and Organization
- 22. GPGPU Cloth Simulation Using GLSL, OpenCL, and CUDA
- 23. A JitterâTolerant Rigid Body Sleep Condition
- Part III. Systems Programming
- 24. Bit Hacks for Games
- 25. Introspection for C++ Game Engines
- 26. A Highly Optimized Portable Memory Manager
- 27. Simple Remote Heaps
- 28. A CacheâAware Hybrid Sorter
- 29. Thread Communication Techniques
- 30. A CrossâPlatform Multithreading Framework
- 31. ProducerâConsumer Queues
- Contributor Biographies
- Back Cover
