Jones and Bartlett Publishers is pleased to announce a new series, Game Engine Gems, with Eric Lengyel as series editor. Game Engine Gems brings dozens of brand new articles from leading software engineering professionals together in a single volume. Each "gem" in this book presents a previously unpublished technique related to game engines and real-time virtual simulations, and each one is supported by many years of experience and wisdom possessed by the authors.
TOPICS
Specific topics include rendering techniques, shaders, scene organization, visibility determination, collision detection, audio, user interface, input devices, memory management, artificial intelligence, resource organization, and cross-platform considerations.
TABLE OF CONTENTS AND CONTRIBUTORS
Below is a brief Table of Contents for key subjects in the book. Click here for a complete Table of Contents with lists of articles.
Part I Game Engine Design
1. What to Look for When Evaluating Middleware for Integration
Jason Hughes (Founder Steel Penny Games)
2. The Game Asset Pipeline
Rémi Arnaud (Chief Software Architect at Screampoint International)