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Game Engine Gems 2
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Table of Contents

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.

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Eric Lengyel

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