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Game Engine Gems 3




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Dettagli

Genere:Libro
Lingua: Inglese
Pubblicazione: 04/2016
Edizione: 1° edizione





Note Editore

This book, the third volume in the popular Game Engine Gems series, contains 22 new chapters that concisely present particular techniques, describe clever tricks, or offer practical advice within the subject of game engine development. Each chapter is filled with the expert knowledge and wisdom of seasoned professionals from both industry and academia. The book is divided into four broad categories pertaining to game engine development: Graphics and rendering Physics General programming Character control and artificial intelligence There is also a companion website, gameenginegems.com, where updates and supplementary materials are posted. Many chapters offer downloadable source code, demos, and examples. Covering the latest developments and continuing to provide practical methods and tips for game engine development, Game Engine Gems 3 is indeed a new gem in the series. Not only does it aid professionals in their work, but it also shows students and others interested in game development how the pros tackle specific problems that arise during game engine development.




Sommario

GRAPHICS AND RENDERINGThe Open Game Engine Exchange FormatEric LengyelIntroductionOpenDDLScene StructureObject DataAnimationReferencesRealistic Blending of Skies, Water, and TerrainFrank KaneThe ProblemBlending Terrain with the SkyApplying Visibility Effects to Distant CloudsCreating Realistic Ocean HorizonsPutting It All TogetherReferencesFog with a Linear Density FunctionEric LengyelIntroductionFog Factor CalculationVisibility CullingReferencesVegetation Management in Leadwerks Game Engine 4Josh KlintIntroductionThe ProblemThe IdeaCullingRenderingLevel of DetailPhysicsFuture DevelopmentReferencesSmooth Horizon MappingEric LengyelIntroductionHorizon Map GenerationRendering with Horizon MapsReferencesBuffer-Free Generation of Triangle Strip Cube VerticesDon WilliamsonIntroductionGeneration Cube VerticesWireframe CubesEdge-Preserving Smoothing Filter for Particle Based RenderingKin-Ming Wong and Tien-Tsin WongIntroductionGuided Image FilteringGLSL ImplementationResults and PerformanceAcknowledgementsReferencesVariable Precision Pixel Shading for Improved Power EfficiencyRahul P. SatheIntroduction and BackgroundAlgorithmResultsDiscussionAcknowledgementsReferencesA Fast and High-Quality Texture Atlasing AlgorithmManny KoIntroductionBackgroundChart SegmentationAtlas PackingAtlas-Aware FilteringAcknowledgementsReferencesPHYSICSRotational Joint Limits in Quaternion SpaceGino van den BergenIntroduction3D RotationsUnit QuaternionsQuaternions vs. Exponential MapSwing-Twist LimitsVolumetric LimitsReferencesVolumetric Hierarchical Approximate Convex DecompositionKhaled MamouIntroductionConvex ApproximationVolumetric Hierarchical Approximate Convex DecompositionReferencesSimulating Soft Bodies Using Strain Based DynamicsMuhammad Mobeen MovaniaIntroductionPosition Based DynamicsStrain Based DynamicsImplementation DetailsImplementing Cloth SimulationImplementing Tetrahedral Mesh SimulationBarycentric InterpolationExperimental EvaluationFuture WorkReferencesGENERAL PROGRAMMINGGeneric, Lightweight, and Fast Delegates in C++Stefan ReinalterBackgroundThe Delegate TechniqueToward a Generic SolutionEmbracing C++11ExtensionsSource CodeCompile–Time String Hashing in C++Stefan ReinalterBackgroundThe Hash TechniqueToward a Generic Hash FunctionImplementation NotesSource CodeStatic Reflection in C++ Using TuplesNicolas GuillemotRethinking Composition Using TuplesRecursive Member IterationPractical ConcernsPortable SIMD Programs Using ISPCNicolas Guillemot and Marc Fauconneau DufresneThe ProblemISPC BasicsISPC Example ProgramsIntegration in a Game EngineTips & TricksReferencesShared Network Arrays as an Abstraction of Network Code from Game Code LogicJoão Lucas Guberman RazaIntroductionHow SNAs WorkHow a Gameplay Programmer Uses SNAsHow a Network Programmer Uses SNAsFurther DiscussionReferencesCHARACTER CONTROL AND ARTIFICIAL INTELLIGENCEVision Based Local Collision AvoidanceTeófilo Bezerra Dutra, Ricardo Marques, Julien Pettré, and Jan OndrejIntroductionLocal Path Planning in GamesVision Based Obstacle AvoidancePurely Reactive TechniqueGradient Based TechniqueFinal ConsiderationsAcknowledgementsReferencesA Programming Framework for Autonomous NPCsArtur de Oliveira da Rocha Franco, José Gilvan Rodrigues Maia, and Fernando Antonio de Carvalho GomesIntroductionCordéIS OverviewImplementing CordéIS for Electronic RPGsAbout the DemoReferencesBeyond Smart Objects: Behavior-Oriented Programming for NPCs in Large Open WorldsMartin Cerný, Tomáš Plch, and Cyril BromIntroductionA Little Bit of ContextBehavior ObjectsIntegration Within an AI SystemImplementation in Kingdom Come: DeliveranceLessons LearnedAcknowledgementsReferencesA Control System for Enhancing Entity BehaviorMike RamseyController BasicsPID ImplementationUse Cases and Strategies for a PID ControllerReferencesA Control System Based Approach to Entity BehaviorMike RamseyA Single Control SystemHierarchical Control System BasicsA Hierarchical Control System for FollowingReferences




Autore

Eric Lengyel is a veteran of the games industry with more than 21 years of experience writing game engines. He earned his PhD in computer science from the University of California, Davis, and his MS in mathematics from Virginia Tech. He is the founder of Terathon Software, where he leads ongoing development of the Tombstone Engine. He was the lead programmer for Quest for Glory V at Sierra Online, worked on the OpenGL team for Apple, and was a member of the Advanced Technology Group at Naughty Dog, where he designed graphics driver software used on the PlayStation 3. He is the author of the bestselling book Mathematics for 3D Game Programming and Computer Graphics and has written several chapters in other books, including the Game Programming Gems series. His articles have been published in the Journal of Game Development, the Journal of Graphics Tools, and on Gamasutra.com.










Altre Informazioni

ISBN:

9781498755658

Condizione: Nuovo
Collana: Game Engine Gems
Dimensioni: Ø 1.80 lb
Formato: Copertina rigida
Illustration Notes:101 color images and 11 tables
Pagine Arabe: 324


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