Game Engine Gems 2

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Game Engine Gems 2

Author : Eric Lengyel
Publisher : CRC Press
Page : 534 pages
File Size : 47,7 Mb
Release : 2011-02-14
Category : Computers
ISBN : 9781568814377

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Game Engine Gems 2 by Eric Lengyel Pdf

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.

Game Engine Gems 2

Author : Lengyel
Publisher : Unknown
Page : 450 pages
File Size : 46,9 Mb
Release : 2011-03
Category : Computers
ISBN : 0763799416

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Game Engine Gems 2 by Lengyel Pdf

Game Engine Gems, Volume One

Author : Eric Lengyel
Publisher : Jones & Bartlett Learning
Page : 381 pages
File Size : 48,9 Mb
Release : 2010-03-05
Category : Computers
ISBN : 9780763798963

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Game Engine Gems, Volume One by Eric Lengyel Pdf

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 Each "gem" presents a previously unpublished technique related to game engines and real-time virtual simulations.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.

Game Engine Gems 3

Author : Eric Lengyel
Publisher : CRC Press
Page : 320 pages
File Size : 49,5 Mb
Release : 2016-02-24
Category : Computers
ISBN : 9781498755665

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Game Engine Gems 3 by Eric Lengyel Pdf

This book, the third volume in the popular Game Engine Gems series, contains 22 new chapters that concisely present particular techniques, describe clever tricks, or offer practical advice within the subject of game engine development. Each chapter is filled with the expert knowledge and wisdom of seasoned professionals from both industry and acade

Game Engine Gems 2

Author : Eric Lengyel
Publisher : CRC Press
Page : 532 pages
File Size : 52,9 Mb
Release : 2011-02-14
Category : Computers
ISBN : 9781439869772

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Game Engine Gems 2 by Eric Lengyel Pdf

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

Real-Time Rendering

Author : Tomas Akenine-Möller,Eric Haines,Naty Hoffman
Publisher : CRC Press
Page : 1046 pages
File Size : 44,6 Mb
Release : 2019-01-18
Category : Computers
ISBN : 9781315362007

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Real-Time Rendering by Tomas Akenine-Möller,Eric Haines,Naty Hoffman Pdf

Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

GPU Gems 2

Author : Matt Pharr,Randima Fernando
Publisher : Addison-Wesley Professional
Page : 814 pages
File Size : 42,8 Mb
Release : 2005
Category : Computers
ISBN : 0321335597

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GPU Gems 2 by Matt Pharr,Randima Fernando Pdf

More useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.

3D Game Engine Design

Author : David Eberly
Publisher : CRC Press
Page : 1008 pages
File Size : 55,6 Mb
Release : 2006-11-03
Category : Art
ISBN : 9781482267303

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3D Game Engine Design by David Eberly Pdf

The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics—all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.

Java 2 Game Programming

Author : Thomas Petchel
Publisher : Course Technology
Page : 824 pages
File Size : 54,6 Mb
Release : 2001
Category : Computers
ISBN : 1931841071

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Java 2 Game Programming by Thomas Petchel Pdf

Intermediate programmers with an interest in game development will benefit from this book that is fast-paced enough for experienced programmers but detailed enough for beginners.

Game Engine Architecture, Third Edition

Author : Jason Gregory
Publisher : CRC Press
Page : 1240 pages
File Size : 43,8 Mb
Release : 2018-07-20
Category : Computers
ISBN : 9781351974288

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Game Engine Architecture, Third Edition by Jason Gregory Pdf

In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.

GPU Gems 3

Author : Hubert Nguyen
Publisher : Addison-Wesley Professional
Page : 942 pages
File Size : 41,9 Mb
Release : 2008
Category : Computers
ISBN : 0321515269

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GPU Gems 3 by Hubert Nguyen Pdf

Still more useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.

Game Development Tools

Author : Marwan Ansari
Publisher : CRC Press
Page : 688 pages
File Size : 51,7 Mb
Release : 2016-04-19
Category : Computers
ISBN : 9781439867723

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Game Development Tools by Marwan Ansari Pdf

This book brings the insights of game professionals, DCC creators, hardware vendors, and current researchers together into a collection that focuses on the most underrepresented and critical part of game production: tools development. The first gems-type book dedicated to game tools, this volume focuses on practical, implementable tools for game de

GPU Pro 2

Author : Wolfgang Engel
Publisher : CRC Press
Page : 500 pages
File Size : 40,8 Mb
Release : 2016-04-19
Category : Computers
ISBN : 9781439865606

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GPU Pro 2 by Wolfgang Engel Pdf

This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes te

Game Programming Patterns

Author : Robert Nystrom
Publisher : Genever Benning
Page : 354 pages
File Size : 46,7 Mb
Release : 2014-11-03
Category : Computers
ISBN : 9780990582915

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Game Programming Patterns by Robert Nystrom Pdf

The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.

3D Engine Design for Virtual Globes

Author : Patrick Cozzi,Kevin Ring
Publisher : CRC Press
Page : 522 pages
File Size : 43,6 Mb
Release : 2011-06-24
Category : Computers
ISBN : 9781568817118

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3D Engine Design for Virtual Globes by Patrick Cozzi,Kevin Ring Pdf

Supported with code examples and the authors’ real-world experience, this book offers the first guide to engine design and rendering algorithms for virtual globe applications like Google Earth and NASA World Wind. The content is also useful for general graphics and games, especially planet and massive-world engines. With pragmatic advice throughout, it is essential reading for practitioners, researchers, and hobbyists in these areas, and can be used as a text for a special topics course in computer graphics. Topics covered include: Rendering globes, planet-sized terrain, and vector data Multithread resource management Out-of-core algorithms Shader-based renderer design