Game Engine Gems 2
Editat de Eric Lengyelen Limba Engleză Hardback – 26 feb 2011
Supplementary materials, including demos, source code, examples, specifications, and more can be found at www.gameenginegems.net.
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Specificații
ISBN-13: 9781568814377
ISBN-10: 1568814372
Pagini: 516
Ilustrații: Illustrations
Dimensiuni: 193 x 236 x 28 mm
Greutate: 1.26 kg
Editura: A K Peters
ISBN-10: 1568814372
Pagini: 516
Ilustrații: Illustrations
Dimensiuni: 193 x 236 x 28 mm
Greutate: 1.26 kg
Editura: A K Peters
Public țintă
Game progammers.Cuprins
GRAPHICS AND RENDERING
Fast Computation of Tight-Fitting Oriented Bounding Boxes; Thomas Larsson (Senior Lecturer at Mälardalen University) & Linus Källberg (Lecturer at Mälardalen University)
Modeling, Lighting, and Rendering Techniques for Volumetric Clouds; Frank Kane (Founder of Sundog Software, LLC)
Simulation of Night-Vision and Infrared Sensors; Frank Kane (Founder of Sundog Software, LLC)
Screen-Space Classification for Efficient Deferred Shading; Balor Knight (Senior Principal Programmer at Black Rock Studio), Matthew Ritchie (Principal Programmer at Black Rock Studio), George Parrish (Senior Programmer at Black Rock Studio)
Delaying OpenGL Calls; Patrick Cozzi (Software Engineer at Analytical Graphics, Inc.)
A Framework for GLSL Engine Uniforms; Patrick Cozzi (Software Engineer at Analytical Graphics, Inc.)
A Spatial and Temporal Coherence Framework for Real-Time Graphics; Michał Drobot (Reality Pump Game Development Studios)
Implementing a Fast Diffusion DOF Solver; Holger Grün (Advanced Micro Devices, Inc.)
Automatic Dynamic Stereoscopic 3D; Jason Hughes (Founder of Steel Penny Games)
Practical Stereo Rendering; Matthew Johnson (Software Engineer at Advanced Micro Devices, Inc.)
Making 3D Stereoscopic Games; Sébastien Schertenleib (Principal Engineer at Sony Computer Entertainment Europe)
A Generic Multi-View Rendering Engine Architecture; M. Adil Yalçın (M.Sc. Graduate at Bilkent University) & Tolga Çapın (Assistant Professor at Bilkent University)
3D in a Web Browser; Rémi Arnaud (Chief Software Engineer at Screampoint Inc.)
2D Magic; Daniel Higgins (Owner and Manager of Lunchtime Studios, LLC)
GAME ENGINE DESIGN
High-Performance Programming with Data-Oriented Design; Noel Llopis (Founder of Snappy Touch)
Game Tuning Infrastructure; Wessam Bahnassi (Software Engineer at Electronic Arts, Inc.)
Placeholders Beyond Static Art Replacement; Olivier Vaillancourt (Centre MOIVRE, Université de Sherbrooke) & Richard Egli (Centre MOIVRE, Université de Sherbrooke)
Believable Dead Reckoning for Networked Games; Curtiss Murphy (Senior Project Engineer at Alion Science and Technology)
An Egocentric Motion Management System; Michael Ramsey (Ramsey Research, LLC)
Pointer Patching Assets; Jason Hughes (Founder of Steel Penny Games)
Data-Driven Sound Pack Loading and Organization; Simon Franco (The Creative Assembly)
GPGPU Cloth simulation using GLSL, OpenCL, and CUDA; Marco Fratarcangeli (Senior Software Engineer at Taitus Software Italia)
A Jitter-Tolerant Rigid Body Sleep Condition; Eric Lengyel (Series Editor and Founder of Terathon Software LLC)SYSTEMS PROGRAMMING
Bit Hacks for Games; Eric Lengyel (Series Editor and Founder of Terathon Software LLC)
Introspection for C++ Game Engines; Jon Watte (Technical Director at IMVU, Inc.)
A Highly Optimized Portable Memory Manager; Jason Hughes (Founder of Steel Penny Games)
Simple Remote Heaps; Jason Hughes (Founder of Steel Penny Games)
A Cache-Aware Hybrid Sorter; Manny Ko (R&D Engineer at Naughty Dog, Inc. & Dreamworks Animation)
Thread Communication Techniques; Julien Hamaide (Founder of Fishing Cactus)
A Cross-Platform Multithreading Framework; Martin Fleisz (Chief Development Officer at Thinstuff s.r.o.)
Producer-Consumer Queues; Matthew Johnson (Software Engineer at Advanced Micro Devices, Inc.)
Fast Computation of Tight-Fitting Oriented Bounding Boxes; Thomas Larsson (Senior Lecturer at Mälardalen University) & Linus Källberg (Lecturer at Mälardalen University)
Modeling, Lighting, and Rendering Techniques for Volumetric Clouds; Frank Kane (Founder of Sundog Software, LLC)
Simulation of Night-Vision and Infrared Sensors; Frank Kane (Founder of Sundog Software, LLC)
Screen-Space Classification for Efficient Deferred Shading; Balor Knight (Senior Principal Programmer at Black Rock Studio), Matthew Ritchie (Principal Programmer at Black Rock Studio), George Parrish (Senior Programmer at Black Rock Studio)
Delaying OpenGL Calls; Patrick Cozzi (Software Engineer at Analytical Graphics, Inc.)
A Framework for GLSL Engine Uniforms; Patrick Cozzi (Software Engineer at Analytical Graphics, Inc.)
A Spatial and Temporal Coherence Framework for Real-Time Graphics; Michał Drobot (Reality Pump Game Development Studios)
Implementing a Fast Diffusion DOF Solver; Holger Grün (Advanced Micro Devices, Inc.)
Automatic Dynamic Stereoscopic 3D; Jason Hughes (Founder of Steel Penny Games)
Practical Stereo Rendering; Matthew Johnson (Software Engineer at Advanced Micro Devices, Inc.)
Making 3D Stereoscopic Games; Sébastien Schertenleib (Principal Engineer at Sony Computer Entertainment Europe)
A Generic Multi-View Rendering Engine Architecture; M. Adil Yalçın (M.Sc. Graduate at Bilkent University) & Tolga Çapın (Assistant Professor at Bilkent University)
3D in a Web Browser; Rémi Arnaud (Chief Software Engineer at Screampoint Inc.)
2D Magic; Daniel Higgins (Owner and Manager of Lunchtime Studios, LLC)
GAME ENGINE DESIGN
High-Performance Programming with Data-Oriented Design; Noel Llopis (Founder of Snappy Touch)
Game Tuning Infrastructure; Wessam Bahnassi (Software Engineer at Electronic Arts, Inc.)
Placeholders Beyond Static Art Replacement; Olivier Vaillancourt (Centre MOIVRE, Université de Sherbrooke) & Richard Egli (Centre MOIVRE, Université de Sherbrooke)
Believable Dead Reckoning for Networked Games; Curtiss Murphy (Senior Project Engineer at Alion Science and Technology)
An Egocentric Motion Management System; Michael Ramsey (Ramsey Research, LLC)
Pointer Patching Assets; Jason Hughes (Founder of Steel Penny Games)
Data-Driven Sound Pack Loading and Organization; Simon Franco (The Creative Assembly)
GPGPU Cloth simulation using GLSL, OpenCL, and CUDA; Marco Fratarcangeli (Senior Software Engineer at Taitus Software Italia)
A Jitter-Tolerant Rigid Body Sleep Condition; Eric Lengyel (Series Editor and Founder of Terathon Software LLC)SYSTEMS PROGRAMMING
Bit Hacks for Games; Eric Lengyel (Series Editor and Founder of Terathon Software LLC)
Introspection for C++ Game Engines; Jon Watte (Technical Director at IMVU, Inc.)
A Highly Optimized Portable Memory Manager; Jason Hughes (Founder of Steel Penny Games)
Simple Remote Heaps; Jason Hughes (Founder of Steel Penny Games)
A Cache-Aware Hybrid Sorter; Manny Ko (R&D Engineer at Naughty Dog, Inc. & Dreamworks Animation)
Thread Communication Techniques; Julien Hamaide (Founder of Fishing Cactus)
A Cross-Platform Multithreading Framework; Martin Fleisz (Chief Development Officer at Thinstuff s.r.o.)
Producer-Consumer Queues; Matthew Johnson (Software Engineer at Advanced Micro Devices, Inc.)