Game Engine Architecture

Game Engine Architecture
Author: Jason Gregory
Publisher: CRC Press
Total Pages: 882
Release: 2009-06-15
Genre: Computers
ISBN: 1439879184

This book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.

Game Engine Architecture, Second Edition

Game Engine Architecture, Second Edition
Author: Jason Gregory
Publisher: CRC Press
Total Pages: 1042
Release: 2014-08-15
Genre: Computers
ISBN: 1466560010

Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.

The Fragment of Light

The Fragment of Light
Author: Ben Hale
Publisher: Snowlight Publishing
Total Pages: 356
Release: 2018-12-12
Genre:
ISBN: 9781945580154

One Shattered Soul. Five Fragments of Power. The tide of war continues to rise, and the fragments of Draeken have parted to fight the expanding threats. While the other fragments hunt the remaining outlanders, Light dons the persona of Serak, head of the Order of Ancients, and infiltrates their ranks to find the missing dark elf queen. But wearing Serak's face will not hide Light's nature, and his innocence could very well be their undoing. Highly impulsive and easily distracted, Light must rely on Willow to keep him in check. The dark elf soldier is cunning and focused, yet it is her tattoos that bring her renown. They are tools and weapons inscribed on her flesh, ink to be wielded. The trail for the queen will take them from underground cities to snowy peaks, and by the time the dust settles, there will be a trail of chaos through the Order. The fragment of Light has been unleashed.

Game Engine Architecture, Third Edition

Game Engine Architecture, Third Edition
Author: Jason Gregory
Publisher: CRC Press
Total Pages: 1240
Release: 2018-07-20
Genre: Computers
ISBN: 1351974289

In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.

Human and Machine Perception

Human and Machine Perception
Author: Virginio Cantoni
Publisher: Springer Science & Business Media
Total Pages: 329
Release: 2012-12-06
Genre: Computers
ISBN: 1461559650

The following are th€:" proceedings of the Second International Workshop on Human and Machine Perception held in Trabia, Italy, on July 21~25, 1996, under the auspices of two Institutions: the Cybernetic and Biophysics Group (GNCB) of the Italian National Research Council (CNR) and the 'Centro Interdipartimentale di Tecnologie della Conoscenza' ofPalenno University. A broad spectrum of topics are covered in this series, ranging from computer perception to psychology and physiology of perception (visual, auditory, tactile, etc.). The theme of this workshop was: "Human and Machine Perception: Information Fusion". The goal of information and sensory data fusion is to integrate internal knowledge with complementary and/or redundant information from many sensors to achieve (and maintain) a better knowledge of the environment. The mechanism behind the integration of information is one of the most difficult challenges in understanding human and robot perception. The workshop consisted of a pilot phase of eight leCtures introducing perception sensorialities in nature and artificial systems, and of five subsequent modules each consisting of two lectures (dealing with solutions in nature and machines respectively) and a panel discussion.

Clusters in Nuclei, Volume 3

Clusters in Nuclei, Volume 3
Author: Christian Beck
Publisher: Springer
Total Pages: 255
Release: 2013-08-16
Genre: Science
ISBN: 3319010778

Following the pioneering discovery of alpha clustering and of molecular resonances, the field of nuclear clustering is today one of those domains of heavy-ion nuclear physics that faces the greatest challenges, yet also contains the greatest opportunities. After many summer schools and workshops, in particular over the last decade, the community of nuclear molecular physicists has decided to collaborate in producing a comprehensive collection of lectures and tutorial reviews covering the field. This third volume follows the successful Lect. Notes Phys. 818 (Vol. 1) and 848 (Vol. 2), and comprises six extensive lectures covering the following topics: - Gamma Rays and Molecular Structure - Faddeev Equation Approach for Three Cluster Nuclear Reactions - Tomography of the Cluster Structure of Light Nuclei Via Relativistic Dissociation - Clustering Effects Within the Dinuclear Model : From Light to Hyper-heavy Molecules in Dynamical Mean-field Approach - Clusterization in Ternary Fission - Clusters in Light Neutron-rich Isotopes By promoting new ideas and developments while retaining a pedagogical style of presentation throughout, these lectures will serve as both a reference and an advanced teaching manual for future courses and schools in the fields of nuclear physics and nuclear astrophysics.

OpenGL – Build high performance graphics

OpenGL – Build high performance graphics
Author: Muhammad Mobeen Movania
Publisher: Packt Publishing Ltd
Total Pages: 982
Release: 2017-05-29
Genre: Computers
ISBN: 1788296893

Gain proficiency with OpenGL and build compelling graphics for your games and applications About This Book Get to grips with a wide range of techniques for implementing shadows using shadow maps, shadow volumes, and more Explore interactive, real-time visualizations of large 2D and 3D datasets or models, including the use of more advanced techniques such as stereoscopic 3D rendering Create stunning visuals on the latest platforms including mobile phones and state-of-the-art wearable computing devices Who This Book Is For The course is appropriate for anyone who wants to develop the skills and techniques essential for working with OpenGL to develop compelling 2D and 3D graphics. What You Will Learn Off-screen rendering and environment mapping techniques to render mirrors Shadow mapping techniques, including variance shadow mapping Implement a particle system using shaders Utilize noise in shaders Make use of compute shaders for physics, animation, and general computing Create interactive applications using GLFW to handle user inputs and the Android Sensor framework to detect gestures and motions on mobile devices Use OpenGL primitives to plot 2-D datasets (such as time series) dynamically Render complex 3D volumetric datasets with techniques such as data slicers and multiple viewpoint projection In Detail OpenGL is a fully functional, cross-platform API widely adopted across the industry for 2D and 3D graphics development. It is mainly used for game development and applications, but is equally popular in a vast variety of additional sectors. This practical course will help you gain proficiency with OpenGL and build compelling graphics for your games and applications. OpenGL Development Cookbook – This is your go-to guide to learn graphical programming techniques and implement 3D animations with OpenGL. This straight-talking Cookbook is perfect for intermediate C++ programmers who want to exploit the full potential of OpenGL. Full of practical techniques for implementing amazing computer graphics and visualizations using OpenGL. OpenGL 4.0 Shading Language Cookbook, Second Edition – With Version 4, the language has been further refined to provide programmers with greater power and flexibility, with new stages such as tessellation and compute. OpenGL Shading Language 4 Cookbook is a practical guide that takes you from the fundamentals of programming with modern GLSL and OpenGL, through to advanced techniques. OpenGL Data Visualization Cookbook - This easy-to-follow, comprehensive Cookbook shows readers how to create a variety of real-time, interactive data visualization tools. Each topic is explained in a step-by-step format. A range of hot topics is included, including stereoscopic 3D rendering and data visualization on mobile/wearable platforms. By the end of this guide, you will be equipped with the essential skills to develop a wide range of impressive OpenGL-based applications for your unique data visualization needs. This Learning Path combines some of the best that Packt has to offer in one complete, curated package. It includes content from the following Packt products, OpenGL Development Cookbook by Muhammad Mobeen Movania, OpenGL 4.0 Shading Language Cookbook, Second Edition by David Wolff, OpenGL Data Visualization Cookbook by Raymond C. H. Lo, William C. Y. Lo Style and approach Full of easy-to-follow hands-on tutorials, this course teaches you to develop a wide range of impressive OpenGL-based applications in a step-by-step format.

Dead Sea Scrolls Fragments in the Museum Collection

Dead Sea Scrolls Fragments in the Museum Collection
Author: Emanuel Tov
Publisher: BRILL
Total Pages: 258
Release: 2016-08-15
Genre: Religion
ISBN: 9004322868

Under the auspices of the Museum of the Bible Scholars Initiative, teams of scholar-mentors and students working collaboratively present the thirteen fragments of Dead Sea Scrolls in this volume. The fragments are part of the Museum of the Bible Collection in Oklahoma City.

The Science of Brickmaking

The Science of Brickmaking
Author: George Frederick Harris
Publisher: DigiCat
Total Pages: 96
Release: 2022-07-21
Genre: Fiction
ISBN:

The Science of Brickmaking is an excellent manual for the everyday reader to understand how to make the basic brick for building any wall or house. Contents: Fluviatile Brick-Earths, Lacustrine and Fluviatile Brick-Earths, Marine Brick-Earths, the Mineral Constitution of Brick-Earths, cont.