"Video Game Optimization" describes a process for increasing the performance of a video game for better gameplay and visual experience. Very few game developers understand the process of optimizing an entire video game, yet learning the process is surprisingly simple and applicable to a broad audience. The book tackles the process of optimization by first describing how to determine where a game is limited and then providing detailed solutions and examples to solving this limitation. All the examples covered in the book can be applied to a variety of game types and coverage of how to optimize system memory, CPU processing, graphics, and shaders is included.
|Publisher:||Course Technology PTR|
|Sold by:||CENGAGE LEARNING|
|File size:||3 MB|
About the Author
Eric Preisz is the course director for optimization at Full Sail Real World Education?s game design bachelor?s program. His practical experience began while optimizing video games and simulation software. Eric is the founder of C2C Simulation, a company that provides visual application development for the modeling, simulation, and training community as well as the location based entertainment industry. His experience involves work with NASA, Army, Department of Homeland Security and other government agencies.
Ben Garney works at PushButton Labs, where he is the lead developer on the PushButton Engine, an open source Flash game framework. Before he got into Flash game development, Ben spent five years at GarageGames, working on Torque engine technology. During that time, he helped ship several games, most notably Marble Blast Ultra on the XBox 360.
Table of Contents
Introduction to Graphics Optimization. Chapter 1: PC Graphics System Overview. Chapter 2: The Optimization Process. Chapter 3: Intro to Optimization Tools. Chapter 4: More on Hardware. Chapter 5: Optimizing System Memory. Chapter 6: Optimizing CPU Processing. Chapter 7: Optimizing CPUs using Multi-threading. Chapter 8: Optimizing Graphics CPU Problems. Chapter 9: Optimizing Graphics GPU Problems. Chapter 10: Optimizing Shaders. Chapter 11: Conclusions.