Eric Lengyel, Series Editor
ISBN-13: 978-1-5688-1437-7
Hardcover · Full Color · 532 Pages
A K Peters / CRC Press © 2011
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See this book in the Graphics and Game Gems Database
This book, the second volume in the popular Game Engine Gems series, is composed of 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.
1. Fast Computation of Tight-Fitting Oriented Bounding Boxes
Thomas Larsson (Senior Lecturer at Mälardalen University)
Linus Källberg (Lecturer at Mälardalen University)
Download supplementary files for Chapter 1
2. Modeling, Lighting, and Rendering Techniques for Volumetric Clouds
Frank Kane (Founder of Sundog Software, LLC)
Download supplementary files for Chapter 2
3. Simulation of Night-Vision and Infrared Sensors
Frank Kane (Founder of Sundog Software, LLC)
4. Screen-Space Classification for Efficient Deferred Shading
Balor Knight (Senior Principal Programmer at Black Rock Studio)
Matthew Ritchie (Principal Programmer at Black Rock Studio)
George Parrish (Senior Programmer at Black Rock Studio)
5. Delaying OpenGL Calls
Patrick Cozzi (Software Engineer at Analytical Graphics, Inc.)
Download supplementary files for Chapter 5
6. A Framework for GLSL Engine Uniforms
Patrick Cozzi (Software Engineer at Analytical Graphics, Inc.)
Download supplementary files for Chapter 6
7. A Spatial and Temporal Coherence Framework for Real-Time Graphics
Michał Drobot (Reality Pump Game Development Studios)
8. Implementing a Fast Diffusion DOF Solver
Holger Grün (Advanced Micro Devices, Inc.)
9. Automatic Dynamic Stereoscopic 3D
Jason Hughes (Founder of Steel Penny Games)
10. Practical Stereo Rendering
Matthew Johnson (Software Engineer at Advanced Micro Devices, Inc.)
11. Making 3D Stereoscopic Games
Sébastien Schertenleib (Principal Engineer at Sony Computer Entertainment Europe)
12. A Generic Multi-View Rendering Engine Architecture
M. Adil Yalçın (M.Sc. Graduate at Bilkent University)
Tolga Çapın (Assistant Professor at Bilkent University)
Download supplementary files for Chapter 12
13. 3D in a Web Browser
Rémi Arnaud (Chief Software Engineer at Screampoint Inc.)
14. 2D Magic
Daniel Higgins (Owner and Manager of Lunchtime Studios, LLC)
Download supplementary files for Chapter 14
15. High-Performance Programming with Data-Oriented Design
Noel Llopis (Founder of Snappy Touch)
16. Game Tuning Infrastructure
Wessam Bahnassi (Software Engineer at Electronic Arts, Inc.)
17. Placeholders Beyond Static Art Replacement
Olivier Vaillancourt (Centre MOIVRE, Université de Sherbrooke)
Richard Egli (Centre MOIVRE, Université de Sherbrooke)
Download supplementary files for Chapter 17
18. Believable Dead Reckoning for Networked Games
Curtiss Murphy (Senior Project Engineer at Alion Science and Technology)
Download supplementary files for Chapter 18
19. An Egocentric Motion Management System
Michael Ramsey (Ramsey Research, LLC)
20. Pointer Patching Assets
Jason Hughes (Founder of Steel Penny Games)
Download supplementary files for Chapter 20
21. Data-Driven Sound Pack Loading and Organization
Simon Franco (The Creative Assembly)
22. GPGPU Cloth simulation using GLSL, OpenCL, and CUDA
Marco Fratarcangeli (Senior Software Engineer at Taitus Software Italia)
Download supplementary files for Chapter 22
23. A Jitter-Tolerant Rigid Body Sleep Condition
Eric Lengyel (Series Editor and Founder of Terathon Software LLC)
24. Bit Hacks for Games
Eric Lengyel (Series Editor and Founder of Terathon Software LLC)
25. Introspection for C++ Game Engines
Jon Watte (Technical Director at IMVU, Inc.)
Download supplementary files for Chapter 25
26. A Highly Optimized Portable Memory Manager
Jason Hughes (Founder of Steel Penny Games)
Download supplementary files for Chapter 26
27. Simple Remote Heaps
Jason Hughes (Founder of Steel Penny Games)
Download supplementary files for Chapter 27
28. A Cache-Aware Hybrid Sorter
Manny Ko (R&D Engineer at Naughty Dog, Inc. and Dreamworks Animation)
Download supplementary files for Chapter 28
29. Thread Communication Techniques
Julien Hamaide (Founder of Fishing Cactus)
30. A Cross-Platform Multithreading Framework
Martin Fleisz (Chief Development Officer at Thinstuff s.r.o.)
Download supplementary files for Chapter 30
31. Producer-Consumer Queues
Matthew Johnson (Software Engineer at Advanced Micro Devices, Inc.)
Copyright © 2010–2015 by Eric Lengyel