Game Engine Gems 2
A K Peters (Verlag)
978-1-56881-437-7 (ISBN)
Eric Lengyel
Graphics and Rendering. Fast Computation of Tight-Fitting Oriented Bounding Boxes. Modeling, Lighting, and Rendering Techniques for Volumetric Clouds
Frank Kane. Simulation of Night-Vision and Infrared Sensors. Screen-Space Classification for Efficient Deferred Shading. Delaying OpenGL Calls. A Framework for GLSL Engine Uniforms. A Spatial and Temporal Coherence Framework for Real-Time Graphics. Implementing a Fast Diffusion DOF Solver. Automatic Dynamic Stereoscopic 3D. Practical Stereo Rendering. Making 3D Stereoscopic Games. A Generic Multi-View Rendering Engine Architecture. 3D in a Web Browser. 2D Magic. Game Engine Design. High-Performance Programming with Data-Oriented Design. Game Tuning Infrastructure. Placeholders Beyond Static Art Replacement. Believable Dead Reckoning for Networked Games. An Egocentric Motion Management System. Pointer Patching Assets. Data-Driven Sound Pack Loading and Organization. GPGPU Cloth simulation using GLSL, OpenCL, and CUDA. A Jitter-Tolerant Rigid Body Sleep Condition. Systems Programming. Bit Hacks for Games. Introspection for C++ Game Engines. A Highly Optimized Portable Memory Manager. Simple Remote Heaps. A Cache-Aware Hybrid Sorter. Thread Communication Techniques. A Cross-Platform Multithreading Framework. Producer-Consumer Queues.
Erscheint lt. Verlag | 1.4.2011 |
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Verlagsort | Natick |
Sprache | englisch |
Maße | 191 x 235 mm |
Gewicht | 1140 g |
Themenwelt | Kunst / Musik / Theater |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Naturwissenschaften ► Physik / Astronomie ► Optik | |
ISBN-10 | 1-56881-437-2 / 1568814372 |
ISBN-13 | 978-1-56881-437-7 / 9781568814377 |
Zustand | Neuware |
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