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Game engine gems / edited by Eric Lengyel.

Contributor Lengyel, Eric.

Imprint:Sudbury, MA : Jones and Bartlett Publishers, 2010-

Descriptionxxi, 357 p. : ill. ; 24 cm. + 1 CD-ROM (4 3/4 in.)

Note:What to look for when evaluating middleware for integration -- The game asset pipeline -- Volumetric representation of virtual environments -- High-level pathfinding -- Environment sound culling -- A GUI framework and presentation layer -- World's best palettizer -- 3D stereoscopic rendering: an overview of implementation issues -- A multithreaded 3D renderer -- Camera-centric engine design for multitreaded rendering -- A GPU-managed memory pool -- Precomputed 3D velocity field for simulating fluid dynamics -- Mesh pertitioning for fun and profit -- Moments of inertia for common shapes -- Rendering techniques -- Physically-based outdoor scene lighting -- Rendering physically-based skyboxes -- Motion blur and the velocity-depth-gradient buffer -- Fast screen-space ambient occlusion and indirect lighting -- Real-time character dismemberment -- A deferred decal rendering technique -- Programming methods -- Multithreaded object models -- Holistic task parallelism for common game architecture patterns -- Dynamic code execution hierarchies -- Key value dictionary -- A basic scheduler -- The games state observer pattern -- Fast trigonometric operations using CORDIC methods -- Inter-process communication based on your own RPC subsytem.

Bibliography Note:Includes bibliographical references and index.

Location Note : REQUEST CD-ROM AT THE CHECK-OUT DESK.

Library Shelf Location Call Number Item Status
Buhl LibraryBuhl - Open Stacks QA76.76.V54 G3588 2010 Available
Buhl LibraryBuhl - Software CD-ROM QA76.76.V54 G3588 2010 Available

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Contributor
Lengyel, Eric.
Subject:
Video games -- Programming.
Computer graphics.