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Game Engine Gems, Volume One

   
지은이 Eric Lengyel   |   출판사 Jones & Bartlett Publishers  |   발행일 2010년 03월 05일   |   언어 : English
 
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판매가 69,000원67,600원 2%
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발행일 2010-03-05 | 중량: 0.84 kg
ISBN 0763778885 | 9780763778880
기타정보 원서 | 0쪽 | $ 69.95 | Hardcover
예상출고일 1일 (근무일기준)
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Overview

"A good technical read that covers a lot of great game engine topics and much of the inter-workings of those topics."
-digitalchumps.com

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 Each "gem" presents a previously unpublished technique related to game engines and real-time virtual simulations.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. A CD-ROM containing all the source codes and demos accompanies the book.

Table of Contents

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
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
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
Eric Lengyel is a veteran of the computer games industry with over 15 years of experience writing game engines and has a PhD in computer science from the University of California, Davis. Eric is the founder of Terathon Software where he currently leads ongoing development of the C4 Engine and is the author of the best-selling Mathematics for 3D Game Programming and Computer Graphics, Second Edition.
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