Game Engine Gems 2Eric Lengyel 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 www.gameenginegems.net. |
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Common terms and phrases
algorithm allocation animation application asset behavior bit mask bone bytes cache called camera cloud collision color Computer create dead reckoning ECMMS engine uniforms Eric Lengyel example FIFO Figure float focal distance frame free block frustum function game developers game engine geometry GLSL graphics hardware heap implementation index buffer input Khronos Group light memory manager mesh method multiview rendering mutex node object OpenGL OpenGL ES operation optimization output parallax particles performance pipeline pixels placeholder platforms PlayStation pointer projection Pthreads queue radix sort requires sample scene scene graph screen semaphore shader shadow shown in Listing simulation Sony Computer Entertainment sound event sound pack stereo stereoscopic stored structure technique texture thread tion triangle update vec3 velocity vertex vertices void voxel zero