Game Engine Gems 2
- Length: 532 pages
- Edition: 1
- Language: English
- Publisher: A K Peters/CRC Press
- Publication Date: 2011-02-14
- ISBN-10: 1568814372
- ISBN-13: 9781568814377
- Sales Rank: #1972665 (See Top 100 Books)
This book, the second volume in the popular Game Engine Gems series, contains 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.
Supplementary materials, including demos, source code, examples, specifications, and more can be found at gameenginegems.net.
Table of Contents
Part I Graphics and Rendering
Chapter 1 Fast Computation of Tight-Fitting Oriented Bounding Boxes
Chapter 2 Modeling, Lighting, and Rendering Techniques for Volumetric Clouds
Chapter 3 Simulation of Night-Vision and Infrared Sensors
Chapter 4 Screen-Space Classification for Efficient Deferred Shading
Chapter 5 Delaying OpenGL Calls
Chapter 6 A Framework for GLSL Engine Uniforms
Chapter 7 A Spatial and Temporal Coherence Framework for Real-Time Graphics
Chapter 8 Implementing a Fast DDOF Solver
Chapter 9 Automatic Dynamic Stereoscopic 3D
Chapter 10 Practical Stereo Rendering
Chapter 11 Making 3D Stereoscopic Games
Chapter 12 A Generic Multiview Rendering Engine Architecture
Chapter 13 3D in a Web Browser
Chapter 14 2D Magic
Part II Game Engine Design
Chapter 15 High-Performance Programming with Data-Oriented Design
Chapter 16 Game Tuning Infrastructure
Chapter 17 Placeholders beyond Static Art Replacement
Chapter 18 Believable Dead Reckoning for Networked Games
Chapter 19 An Egocentric Motion Management System
Chapter 20 Pointer Patching Assets
Chapter 21 Data-Driven Sound Pack Loading and Organization
Chapter 22 GPGPU Cloth Simulation Using GLSL, OpenCL, and CUDA
Chapter 23 A Jitter-Tolerant Rigid Body Sleep Condition
Part III Systems Programming
Chapter 24 Bit Hacks for Games
Chapter 25 Introspection for C++ Game Engines
Chapter 26 A Highly Optimized Portable Memory Manager
Chapter 27 Simple Remote Heaps
Chapter 28 A Cache-Aware Hybrid Sorter
Chapter 29 Thread Communication Techniques
Chapter 30 A Cross-Platform Multithreading Framework
Chapter 31 Producer-Consumer Queues