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Game Engine Gems 3

Game Engine Gems 3 (Hardcover)

Eric Lengyel (엮은이)
  |  
AK Peters
2016-04-11
  |  
173,970원

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Game Engine Gems 3

책 정보

· 제목 : Game Engine Gems 3 (Hardcover) 
· 분류 : 외국도서 > 컴퓨터 > 프로그래밍 > 게임
· ISBN : 9781498755658
· 쪽수 : 324쪽

목차

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
Joao 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
Teofilo Bezerra Dutra, Ricardo Marques, Julien Pettre, and Jan Ond?ej
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, Jose Gilvan Rodrigues Maia, and Fernando Antonio de Carvalho Gomes
Introduction
CordeIS Overview
Implementing CordeIS for Electronic RPGs
About the Demo
References

Beyond Smart Objects: Behavior-Oriented Programming for NPCs in Large Open Worlds
Martin ?erny, Toma? 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

저자소개

Eric Lengyel (엮은이)    정보 더보기
15년이 넘는 게임 엔진 개발 경력을 가진 컴퓨터 게임 업계의 베테랑이다. 그는 University of California(Davis)에서 전산학 Ph.D. 학위를 받고 Virginia Tech에서 수학 석사 학위를 받았다. Eric은 Terathon Software의 창업자로 현재 C4 엔진의 개발을 이끌고 있다. Eric은 Sierra Online(Oakhurst, California)의 Yosemite Entertainment 부서에서 게임 업계 경력을 쌓기 시작했다. 그 곳에서 선임 프로그래머로서 인기 어드벤처 RPG 시리즈 Quest for Glory의 제5편 개발에 참여했으며, 이후에는 Apple 컴퓨터 본사(Cupertino, California)의 OpenGL 팀에서 일했다. 좀 더 최근에는 Naughty Dog(Santa Monica)의 Advanced Technology Group에서 PlayStation 3 게임 콘솔에 쓰이는 그래픽 드라이버 소프트웨어를 설계했다. Eric은 베스트셀러 Mathematics for 3D Game Programming and Computer Graphics의 저자이다. 또한 The OpenGL Extensions Guide의 저자이기도 하며, Introduction to Game Development의 수학 개념 장과 Game Programming Gems 시리즈의 여러 글들도 저술했다. Journal of Game Development, Journal of Graphics Tools, Gamasutra.com에도 그의 글들이 실렸다. 현재 그는 최근 개명한 Journal of Graphics, GPU, and Game Tools(JGGGT)의 편집위원회의 일원이다.
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