This book, the second volume in the popular Game Engine Gems series, contains short articles that focus on a particular technique, describe a clever trick, or offer practical advice within the subject of 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, including demos, source code, examples, specifications, and more can be found at www.gameenginegems.net.
Contents
GRAPHICS AND RENDERING
Fast Computation of Tight-Fitting Oriented Bounding Boxes; Thomas Larsson (Senior Lecturer at Mälardalen University) & Linus Källberg (Lecturer at Mälardalen University)
Modeling, Lighting, and Rendering Techniques for Volumetric Clouds; Frank Kane (Founder of Sundog Software, LLC)
Simulation of Night-Vision and Infrared Sensors; Frank Kane (Founder of Sundog Software, LLC)
Screen-Space Classification for Efficient Deferred Shading; Balor Knight (Senior Principal Programmer at Black Rock Studio), Matthew Ritchie (Principal Programmer at Black Rock Studio), George Parrish (Senior Programmer at Black Rock Studio)
Delaying OpenGL Calls; Patrick Cozzi (Software Engineer at Analytical Graphics, Inc.)
A Framework for GLSL Engine Uniforms; Patrick Cozzi (Software Engineer at Analytical Graphics, Inc.)
A Spatial and Temporal Coherence Framework for Real-Time Graphics; Micha Drobot (Reality Pump Game Development Studios)
Implementing a Fast Diffusion DOF Solver; Holger Grün (Advanced Micro Devices, Inc.)
Automatic Dynamic Stereoscopic 3D; Jason Hughes (Founder of Steel Penny Games)
Practical Stereo Rendering; Matthew Johnson (Software Engineer at Advanced Micro Devices, Inc>Making 3D Stereoscopic Games; Sébastien Schertenleib (Principal Engineer at Sony Computer Entertainment Europe)
A Generic Multi-View Rendering Engine Architecture; M. Adil Yalç覺n (M.Sc. Graduate at Bilkent University) & Tolga Çap覺n (Assistant Professor at Bilkent University)
3D in a Web Browser; Rémi Arnaud (Chief Software Engineer at Screampoint Inc.)
2D Magic; Daniel Higgins (Owner and Manager of Lunchtime Studios, LLC)
GAME ENGINE DESIGN
High-Performance Programming with Data-Oriented Design; Noel Llopis (Founder of Snappy Touch)
Game Tuning Infrastructure; Wessam Bahnassi (Software Engineer at Electronic Arts, Inc.)
Placeholders Beyond Static Art Replacement; Olivier Vaillancourt (Centre MOIVRE, Université de Sherbrooke) & Richard Egli (Centre MOIVRE, Université de Sherbrooke)
Believable Dead Reckoning for Networked Games; Curtiss Murphy (Senior Project Engineer at Alion Science and Technology)
An Ego...