Game Engine Gems
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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 Each "gem" in this book presents a previously unpublished technique related to game engines and real-time virtual simulations, and each one is supported by many years of experience and wisdom possessed by the authors.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)

See It First at GDC San Francisco
Come see us at Booth #1843 and enter to win a new X-Box 360!

Eric Lengyel, Series Editor
ISBN-13:
978-0-7637-7888-0
Hardcover · 700 Pages
© 2011

Buy this book at www.jbpub.com.
Use discount code GEMS to get 35% off!

Key Features:
  • All the articles are written by experienced professional software engineers
  • Covers not only graphics but a wide variety of game engine topics like artificial intelligence and cross-platform engineering
  • Presents previously unpublished techniques related to game engines and real-time virtual simulations
  • Includes a CD-ROM containing all the source code and demos

3. Volumetric Representation of Virtual Environments
David Williams (Graphics Programmer for a game development company in the UK)

4. High-Level Pathfinding
Daniel Higgins (Owner and manager of Lunchtime Studios, Inc.)

5. Environment Sound Culling
Simon Franco (The Creative Assembly)

6. A GUI Framework and Presentation Layer
Adrian Hirst (Founder Weaseltron Entertainment)

7. World's Best Palettizer
Jason Hughes (Founder Steel Penny Games)

8. 3D Stereoscopic Rendering: An Overview of Implementation Issues
Anders Hast (Associate Professor at the University of Gävle and Visualization Expert at UPPMAX)

9. A Multithreaded 3D Renderer
Sebastien Schertenleib (Principal Engineer at Sony Computer Entertainment Europe's R&D Division)

10. Camera Centric Engine Design for Multithreaded Rendering
Colt McAnlis (Graphics Programmer at Blizzard Entertainment)

11. A GPU Managed Memory Pool
Jeremy Moore (Lead Engine Programmer for the Core Technology Group at Disney's Black Rock Studio in Brighton, UK)

12. Precomputed 3D Velocity Field for Simulating Fluid Dynamics
Khalid Djado (Ph.D. student & lecturer at University of Sherbrooke)
Richard Egli (Professor in the Department of Computer Sciences at University of Sherbrooke)

13. Mesh Partitioning for Fun and Profit
Jason Hughes (Founder Steel Penny Games)

14. Moments of Inertia for Common Shapes
Eric Lengyel (Best-selling author and Series Editor)

Part II Rendering Techniques

15. Physically-Based Outdoor Scene Lighting
Frank Kane (owner of Sundog Software, LLC)

16. Rendering Physically-Based Skyboxes
Frank Kane (owner of Sundog Software, LLC)

17. Motion Blur and the Velocity-Depth-Gradient Buffer
Eric Lengyel (Best-selling author and Series Editor)

18. Fast Screen-space Ambient Occlusion and Indirect Lighting
László Szirmay-Kalos (Department Head of Control Engineering and Information Technology at the Budapest University of Technology and Economics)
Balázs Tóth (Assistant Processor at the Budapest University of Technology and Economics)
Tamás Umenhoffer (Assistant Processor at the Budapest University of Technology and Economics)

19. Real-Time Character Dismemberment
Aurelio Reis (Programmer at id Software)

20. A Deferred Decal Rendering Technique
Jan Krassnigg (Information Technologies student at the University of Aachen, Germany)

Part III Programming Methods

21. Multithreaded Object Models
Jon Parise (Senior Software Engineer at Electronic Arts)

22. Holistic Task Parallelism for Common Game Architecture Patterns
Brad Werth (Senior Software Engineer in Intel's Visual Computing Division)

23. Dynamic Code Execution Hierarchies
Martin Linklater (Technical Director at Sony)

24. Key-Value Dictionary
Martin Linklater (Technical Director at Sony)

25. A Basic Scheduler
John Bolton (software engineer at Netflix)

26. The Game State Observer Pattern
Ron Barbosa (Chief Software Architect at Revelex Corporation)

27. Fast Trigonometric Operations Using CORDIC Methods
John Bolton (Software Engineer at Netflix)

28. Inter-Process Communication Based on Your Own RPC Subsystem
Kurt Pelzer (Senior Software Engineer and Software Architect)


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