Game Engine Gems 2

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acm
ACM SIGGRAPH
advanced computer graphics methods
Axis Aligned Bounding Box
Bounding Box
buffers
cache
Cache Line
Cache Misses
call
Category=AB
Category=UMK
Cellular Automata
conference
CPU Clock Cycle
data-oriented programming
deferred shading optimisation
depth
developers
draw
Draw Call
eq_art-fashion-photography
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Frame Buffer Objects
Free Block
Game Engine
Game Engine Gems
Hash Table
Interaxial Distance
LCD
line
Memory Access Patterns
multithreading frameworks
Placeholder System
real-time graphics techniques
Render Targets
RGB
rigid body dynamics
Shader Program
siggraph
SPU
Texture Coordinates
TLS
Unsigned Char
Unsigned Int
volumetric cloud simulation

Product details

  • ISBN 9781568814377
  • Weight: 1140g
  • Dimensions: 191 x 235mm
  • Publication Date: 14 Feb 2011
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Product Form: Hardback
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This book contains short articles that focus on a particular technique, describe a clever trick, or offer practical advice on 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 can be found on the book’s website.