Game engine gems 2. (2016)
- Record Type:
- Book
- Title:
- Game engine gems 2. (2016)
- Main Title:
- Game engine gems 2
- Further Information:
- Note: Edited by Eric Lengyel.
- Editors:
- Lengyel, Eric
- Contents:
- GRAPHICS AND RENDERING; ; The Open Game Engine Exchange Format; Eric Lengyel; Introduction; OpenDDL; Scene Structure; Object Data; Animation; References; ; Realistic Blending of Skies, Water, and Terrain; Frank Kane; The Problem; Blending Terrain with the Sky; Applying Visibility Effects to Distant Clouds; Creating Realistic Ocean Horizons; Putting It All Together; References; ; Fog with a Linear Density Function; Eric Lengyel; Introduction; Fog Factor Calculation; Visibility Culling; References; ; Vegetation Management in Leadwerks Game Engine 4; Josh Klint; Introduction; The Problem; The Idea; Culling; Rendering; Level of Detail; Physics; Future Development; References; ; Smooth Horizon Mapping; Eric Lengyel; Introduction; Horizon Map Generation; Rendering with Horizon Maps; References; ; Buffer-Free Generation of Triangle Strip Cube Vertices; Don Williamson; Introduction; Generation Cube Vertices; Wireframe Cubes; ; Edge-Preserving Smoothing Filter for Particle Based Rendering; Kin-Ming Wong and Tien-Tsin Wong; Introduction; Guided Image Filtering; GLSL Implementation; Results and Performance; Acknowledgements; References; ; Variable Precision Pixel Shading for Improved Power Efficiency; Rahul P. Sathe; Introduction and Background; Algorithm; Results; Discussion; Acknowledgements; References; ; A Fast and High-Quality Texture Atlasing Algorithm; Manny Ko; Introduction; Background; Chart Segmentation; Atlas Packing; Atlas-Aware Filtering; Acknowledgements; References; ;GRAPHICS AND RENDERING; ; The Open Game Engine Exchange Format; Eric Lengyel; Introduction; OpenDDL; Scene Structure; Object Data; Animation; References; ; Realistic Blending of Skies, Water, and Terrain; Frank Kane; The Problem; Blending Terrain with the Sky; Applying Visibility Effects to Distant Clouds; Creating Realistic Ocean Horizons; Putting It All Together; References; ; Fog with a Linear Density Function; Eric Lengyel; Introduction; Fog Factor Calculation; Visibility Culling; References; ; Vegetation Management in Leadwerks Game Engine 4; Josh Klint; Introduction; The Problem; The Idea; Culling; Rendering; Level of Detail; Physics; Future Development; References; ; Smooth Horizon Mapping; Eric Lengyel; Introduction; Horizon Map Generation; Rendering with Horizon Maps; References; ; Buffer-Free Generation of Triangle Strip Cube Vertices; Don Williamson; Introduction; Generation Cube Vertices; Wireframe Cubes; ; Edge-Preserving Smoothing Filter for Particle Based Rendering; Kin-Ming Wong and Tien-Tsin Wong; Introduction; Guided Image Filtering; GLSL Implementation; Results and Performance; Acknowledgements; References; ; Variable Precision Pixel Shading for Improved Power Efficiency; Rahul P. Sathe; Introduction and Background; Algorithm; Results; Discussion; Acknowledgements; References; ; A Fast and High-Quality Texture Atlasing Algorithm; Manny Ko; Introduction; Background; Chart Segmentation; Atlas Packing; Atlas-Aware Filtering; Acknowledgements; References; ; PHYSICS; ; Rotational Joint Limits in Quaternion Space; Gino van den Bergen; Introduction; 3D Rotations; Unit Quaternions; Quaternions vs. Exponential Map; Swing-Twist Limits; Volumetric Limits; References; ; Volumetric Hierarchical Approximate Convex Decomposition; Khaled Mamou; Introduction; Convex Approximation; Volumetric Hierarchical Approximate Convex Decomposition; References; ; Simulating Soft Bodies Using Strain Based Dynamics; Muhammad Mobeen Movania; Introduction; Position Based Dynamics; Strain Based Dynamics; Implementation Details; Implementing Cloth Simulation; Implementing Tetrahedral Mesh Simulation; Barycentric Interpolation; Experimental Evaluation; Future Work; References; ; GENERAL PROGRAMMING ; ; Generic, Lightweight, and Fast Delegates in C++; Stefan Reinalter; Background; The Delegate Technique; Toward a Generic Solution; Embracing C++11; Extensions; Source Code; ; Compile–Time String Hashing in C++; Stefan Reinalter; Background; The Hash Technique; Toward a Generic Hash Function; Implementation Notes; Source Code; ; Static Reflection in C++ Using Tuples; Nicolas Guillemot; Rethinking Composition Using Tuples; Recursive Member Iteration; Practical Concerns; ; Portable SIMD Programs Using ISPC; Nicolas Guillemot and Marc Fauconneau Dufresne; The Problem; ISPC Basics; ISPC Example Programs; Integration in a Game Engine; Tips & Tricks; References; ; Shared Network Arrays as an Abstraction of Network Code from Game Code Logic; João Lucas Guberman Raza; Introduction; How SNAs Work; How a Gameplay Programmer Uses SNAs; How a Network Programmer Uses SNAs; Further Discussion; References; ; CHARACTER CONTROL AND ARTIFICIAL INTELLIGENCE; ; Vision Based Local Collision Avoidance; Teófilo Bezerra Dutra, Ricardo Marques, Julien Pettré, and Jan Ondřej; Introduction; Local Path Planning in Games; Vision Based Obstacle Avoidance; Purely Reactive Technique; Gradient Based Technique; Final Considerations; Acknowledgements; References; ; A Programming Framework for Autonomous NPCs; Artur de Oliveira da Rocha Franco, José Gilvan Rodrigues Maia, and Fernando Antonio de Carvalho Gomes; Introduction; CordéIS Overview; Implementing CordéIS for Electronic RPGs; About the Demo; References; ; Beyond Smart Objects: Behavior-Oriented Programming for NPCs in Large Open Worlds; Martin Černý, Tomáš Plch, and Cyril Brom; Introduction; A Little Bit of Context; Behavior Objects; Integration Within an AI System; Implementation in Kingdom Come: Deliverance; Lessons Learned; Acknowledgements; References; ; A Control System for Enhancing Entity Behavior; Mike Ramsey; Controller Basics; PID Implementation; Use Cases and Strategies for a PID Controller; References; ; A Control System Based Approach to Entity Behavior; Mike Ramsey; A Single Control System; Hierarchical Control System Basics; A Hierarchical Control System for Following; References … (more)
- Edition:
- 1st
- Publisher Details:
- Boca Raton : CRC Press
- Publication Date:
- 2016
- Extent:
- 1 online resource, illustrations (colour)
- Subjects:
- 794.81526
Computer games -- Programming
Computer graphics - Languages:
- English
- ISBNs:
- 9781498755665
- Related ISBNs:
- 9781498755658
- Notes:
- Note: Description based on CIP data; item not viewed.
- Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.137443
- Ingest File:
- 02_183.xml