Game Engine Gems 3

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advanced game engine architecture
Age Group_Uncategorized
Age Group_Uncategorized
AI
Artificial intelligence
automatic-update
autonomous agent behaviour
B01=Eric Lengyel
C++ programming patterns
Category1=Non-Fiction
Category=UMK
Character control
Computer graphics
Const Char
Convex Approximation
Convex Decomposition
Convex Hulls
COP=United States
Cube Map
Delivery_Pre-order
eq_bestseller
eq_computing
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Feeding Back
Fog Color
Fog Volume
Fragment Shader
Game Developers
Game Engine Gems
Game programming
Geometry Shaders
Higher Order Control System
Horizon Map
interactive graphics techniques
Language_English
NPCs
PA=Temporarily unavailable
Physics
Pid Controller
Price_€50 to €100
procedural content generation
PS=Active
real-time rendering methods
Rendering
RGB.
simulation algorithms
Sky Model
Smart Objects
softlaunch
String Literals
Summed Area Tables
Tetrahedral Mesh
Texture Coordinates
Uniform Int
Vec2 Texcoords
Vertex Shader

Product details

  • ISBN 9781498755658
  • Weight: 840g
  • Dimensions: 235 x 191mm
  • Publication Date: 11 Apr 2016
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Product Form: Hardback
  • Language: English
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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.

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.