Game Development with Microsoft Directcompute
Seiten
2012
Delmar Cengage Learning (Verlag)
978-1-4354-5846-8 (ISBN)
Delmar Cengage Learning (Verlag)
978-1-4354-5846-8 (ISBN)
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Teaches the theories behind parallel computing and computing on the graphics card, and provides hands-on examples of real tasks that could be solved using the API in video game development. Written for experienced game developers and programmers, this book explains usage of the API, covers relevant theories of distributed computation.
"Game Development With Microsoft Directcompute" teaches the theories behind parallel computing and computing on the graphics card, and provides hands-on examples of real tasks that could be solved using the API in video game development. Traditionally, video games are developed using multithreaded architectures, but due to the hardware limits, the parallelization is limited to a handful of hardware-based threads. Microsoft DirectCompute is an application programming interface (API) that allows developers to extend the number of threads into the thousands by exposing the massively parallel architecture of modern graphics card processing to general purpose computing tasks. Written for experienced game developers and programmers, this book explains usage of the API, covers relevant theories of distributed computation with respect to video game development, contrasts existing methods of accessing the graphics card (shader programming), and provides discussion and examples of multiple applications for the API specific to video games.
"Game Development With Microsoft Directcompute" teaches the theories behind parallel computing and computing on the graphics card, and provides hands-on examples of real tasks that could be solved using the API in video game development. Traditionally, video games are developed using multithreaded architectures, but due to the hardware limits, the parallelization is limited to a handful of hardware-based threads. Microsoft DirectCompute is an application programming interface (API) that allows developers to extend the number of threads into the thousands by exposing the massively parallel architecture of modern graphics card processing to general purpose computing tasks. Written for experienced game developers and programmers, this book explains usage of the API, covers relevant theories of distributed computation with respect to video game development, contrasts existing methods of accessing the graphics card (shader programming), and provides discussion and examples of multiple applications for the API specific to video games.
1. You Want To Do What? 2. Kissing Cousins: Shaders. 3. The Microsoft DirectCompute API. 4. Parallelizingly Parallel. 5. Graphics Tasks. 6. Collision Detection. 7. Encryption and Compression. 8. Artificial Intelligence. 9. Special Effects Processing.
Erscheint lt. Verlag | 7.7.2012 |
---|---|
Zusatzinfo | 246 |
Verlagsort | Clifton Park |
Sprache | englisch |
Maße | 189 x 246 mm |
Themenwelt | Sonstiges ► Geschenkbücher |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Informatik ► Weitere Themen ► Computerspiele | |
ISBN-10 | 1-4354-5846-X / 143545846X |
ISBN-13 | 978-1-4354-5846-8 / 9781435458468 |
Zustand | Neuware |
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