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Game Engine Gems 2


Game Engine Gems 2
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Game Engine Gems 2


Game Engine Gems 2
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Author : Eric Lengyel
language : en
Publisher: CRC Press
Release Date : 2011-02-14

Game Engine Gems 2 written by Eric Lengyel and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-02-14 with Computers categories.


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. Profess



Game Engine Gems 2


Game Engine Gems 2
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Author : Lengyel
language : en
Publisher:
Release Date : 2011-03

Game Engine Gems 2 written by Lengyel and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-03 with Computers categories.




Game Engine Gems Volume One


Game Engine Gems Volume One
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Author : Eric Lengyel
language : en
Publisher: Jones & Bartlett Publishers
Release Date : 2010-03-05

Game Engine Gems Volume One written by Eric Lengyel and has been published by Jones & Bartlett Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-03-05 with Computers categories.


Game Engine Gems brings together in a single volume dozens of new articles from leading professionals in the game development industry. Each "gem" presents a previously unpublished technique related to game engines and real-time virtual simulations. Specific topics include rendering techniques, shaders, scene organization, visibility determination, collision detection, audio, user interface, input devices, memory management, artificial intelligence, resource organization, and cross-platform considerations. A CD-ROM containing all the source codes and demos accompanies the book.



3d Engine Design For Virtual Globes


3d Engine Design For Virtual Globes
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Author : Patrick Cozzi
language : en
Publisher: CRC Press
Release Date : 2011-06-24

3d Engine Design For Virtual Globes written by Patrick Cozzi and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-06-24 with Computers categories.


Supported with code examples and the authors’ real-world experience, this book offers the first guide to engine design and rendering algorithms for virtual globe applications like Google Earth and NASA World Wind. The content is also useful for general graphics and games, especially planet and massive-world engines. With pragmatic advice throughout, it is essential reading for practitioners, researchers, and hobbyists in these areas, and can be used as a text for a special topics course in computer graphics. Topics covered include: Rendering globes, planet-sized terrain, and vector data Multithread resource management Out-of-core algorithms Shader-based renderer design



Real Time Rendering Fourth Edition


Real Time Rendering Fourth Edition
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Author : Tomas Akenine-Mo ̈ller
language : en
Publisher: CRC Press
Release Date : 2018-08-06

Real Time Rendering Fourth Edition written by Tomas Akenine-Mo ̈ller and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-08-06 with Computers categories.


Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.



Algorithmic And Architectural Gaming Design Implementation And Development


Algorithmic And Architectural Gaming Design Implementation And Development
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Author : Kumar, Ashok
language : en
Publisher: IGI Global
Release Date : 2012-05-31

Algorithmic And Architectural Gaming Design Implementation And Development written by Kumar, Ashok and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-05-31 with Computers categories.


Video games represent a unique blend of programming, art, music, and unbridled creativity. To the general public, they are perhaps the most exciting computer applications ever undertaken. In the field of computer science, they have been the impetus for a continuous stream of innovations designed to provide gaming enthusiasts with the most realistic and enjoyable gaming experience possible. Algorithmic and Architectural Gaming Design: Implementation and Development discusses the most recent advances in the field of video game design, with particular emphasis on practical examples of game development, including design and implementation. The target audience of this book includes educators, students, practitioners, professionals, and researchers working in the area of video game design and development. Anyone actively developing video games will benefit from the practical application of fundamental computer science concepts demonstrated in this book.



Game Engine Architecture


Game Engine Architecture
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Author : Jason Gregory
language : en
Publisher: CRC Press
Release Date : 2017-03-27

Game Engine Architecture written by Jason Gregory and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-03-27 with Computers categories.


Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.



Game Engine Architecture Third Edition


Game Engine Architecture Third Edition
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Author : Jason Gregory
language : en
Publisher: CRC Press
Release Date : 2018-07-20

Game Engine Architecture Third Edition written by Jason Gregory and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-07-20 with Computers categories.


In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.



Gpu Pro 6


Gpu Pro 6
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Author : Wolfgang Engel
language : en
Publisher: CRC Press
Release Date : 2015-07-28

Gpu Pro 6 written by Wolfgang Engel and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-07-28 with Computers categories.


The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro6: Advance



Gpu Pro 360 Guide To Rendering


Gpu Pro 360 Guide To Rendering
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Author : Wolfgang Engel
language : en
Publisher: CRC Press
Release Date : 2018-04-27

Gpu Pro 360 Guide To Rendering written by Wolfgang Engel and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-04-27 with Computers categories.


Wolfgang Engel’s GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers real-time rendering. This volume is complete with 32 articles by leading programmers that focus on the ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to-use ideas and efficient procedures that can help solve many rendering programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, and mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges