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...

Full description

Bibliographic Details
Main Author: Lengyel, Eric
Format: eBook
Language:English
Published: Natick, Mass. AK Peters, Ltd. 2011
Subjects:
Online Access:
Collection: O'Reilly - Collection details see MPG.ReNa
LEADER 05546nmm a2200517 u 4500
001 EB001922053
003 EBX01000000000000001084955
005 00000000000000.0
007 cr|||||||||||||||||||||
008 210123 ||| eng
020 |a 9781322619965 
020 |a 9781466538825 
020 |a 1466538821 
020 |a 1568814372 
020 |a 1322619964 
020 |a 9781439869772 
020 |a 1439869774 
050 4 |a QA76.76.C672 
100 1 |a Lengyel, Eric 
245 0 0 |a Game engine gems 2  |c edited by Eric Lengyel 
260 |a Natick, Mass.  |b AK Peters, Ltd.  |c 2011 
300 |a xvi, 516 pages  |b illustrations (some color) 
505 0 |a 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.) 
505 0 |a 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 
505 0 |a 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 
505 0 |a 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 
505 0 |a 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 
505 0 |a Includes bibliographical references 
653 |a GAMES / Board / bisacsh 
653 |a Jeux vidéo / Programmation 
653 |a computer graphics / aat 
653 |a Computer graphics / fast 
653 |a Computer graphics 
653 |a Video games / Programming / http://id.loc.gov/authorities/subjects/sh95003476 
653 |a Video games / Programming / fast 
653 |a Infographie 
041 0 7 |a eng  |2 ISO 639-2 
989 |b OREILLY  |a O'Reilly 
776 |z 1322619964 
776 |z 9781568814377 
776 |z 1439869774 
776 |z 9781439869772 
776 |z 9781322619965 
856 4 0 |u https://learning.oreilly.com/library/view/~/9781568814377/?ar  |x Verlag  |3 Volltext 
082 0 |a 794.8/1526 
520 |a 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. Professional game developers, students of game development and computer science, and anyone interested in learning how the pros tackle specific problems that arise during game engine development will find useful gems in this collection. Supplementary materials, including demos, source code, examples, specifications, and more can be found at www.gameenginegems.net