Game Engine Gems 3
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 acade
1133117727
Game Engine Gems 3
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 acade
120.0 In Stock
Game Engine Gems 3

Game Engine Gems 3

Game Engine Gems 3

Game Engine Gems 3

eBook

$120.00 

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Overview

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 acade

Product Details

ISBN-13: 9781040026038
Publisher: CRC Press
Publication date: 02/24/2016
Sold by: Barnes & Noble
Format: eBook
Pages: 322
File size: 17 MB
Note: This product may take a few minutes to download.

About the Author

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.

Table of Contents

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.
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