Game Engine Gems 3 -

Game Engine Gems 3

Eric Lengyel (Herausgeber)

Buch | Hardcover
324 Seiten
2016
Productivity Press (Verlag)
978-1-4987-5565-8 (ISBN)
99,75 inkl. MwSt
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 academia.

The book is divided into four broad categories pertaining to game engine development:



Graphics and rendering
Physics
General programming
Character control and artificial intelligence

There is also a companion website, gameenginegems.com, where updates and supplementary materials are posted. Many chapters offer downloadable source code, demos, and examples.

Covering the latest developments and continuing to provide practical methods and tips for game engine development, Game Engine Gems 3 is indeed a new gem in the series. Not only does it aid professionals in their work, but it also shows students and others interested in game development how the pros tackle specific problems that arise during game engine development.

Eric Lengyel is a veteran of the games industry with more than 21 years of experience writing game engines. He earned his PhD in computer science from the University of California, Davis, and his MS in mathematics from Virginia Tech. He is the founder of Terathon Software, where he leads ongoing development of the Tombstone Engine. He was the lead programmer for Quest for Glory V at Sierra Online, worked on the OpenGL team for Apple, and was a member of the Advanced Technology Group at Naughty Dog, where he designed graphics driver software used on the PlayStation 3. He is the author of the bestselling book Mathematics for 3D Game Programming and Computer Graphics and has written several chapters in other books, including the Game Programming Gems series. His articles have been published in the Journal of Game Development, the Journal of Graphics Tools, and on Gamasutra.com.

GRAPHICS AND RENDERING. The Open Game Engine Exchange Format. Realistic Blending of Skies, Water, and Terrain. Fog with a Linear Density Function. Vegetation Management in Leadwerks Game Engine 4. Smooth Horizon Mapping. Buffer-Free Generation of Triangle Strip Cube Vertices. Edge-Preserving Smoothing Filter for Particle Based Rendering. Variable Precision Pixel Shading for Improved Power Efficiency. A Fast and High-Quality Texture Atlasing Algorithm. PHYSICS. Rotational Joint Limits in Quaternion Space. Volumetric Hierarchical Approximate Convex Decomposition. Simulating Soft Bodies Using Strain Based Dynamics. GENERAL PROGRAMMING. Generic, Lightweight, and Fast Delegates in C++. Compile–Time String Hashing in C++. Static Reflection in C++ Using Tuples. Portable SIMD Programs Using ISPC. Shared Network Arrays as an Abstraction of Network Code from Game Code Logic. CHARACTER CONTROL AND ARTIFICIAL INTELLIGENCE. Vision Based Local Collision Avoidance. A Programming Framework for Autonomous NPCs. Beyond Smart Objects: Behavior-Oriented Programming for NPCs in Large Open Worlds. A Control System for Enhancing Entity Behavior. A Control System Based Approach to Entity Behavior.

Erscheinungsdatum
Zusatzinfo 11 Tables, black and white; 101 Illustrations, color
Verlagsort Portland
Sprache englisch
Maße 235 x 191 mm
Gewicht 816 g
Themenwelt Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-4987-5565-8 / 1498755658
ISBN-13 978-1-4987-5565-8 / 9781498755658
Zustand Neuware
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