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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.
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.
This updated third edition addresses the mathematical skills that a programmer needs to develop a 3D game engine and computer graphics for professional-level games. MATHEMATICS FOR 3D GAME PROGRAMMING & COMPUTER GRAPHICS, THIRD EDITION is suitable for adv
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.
Expert Guidance on the Math Needed for 3D Game Programming Developed from the authors’ popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes. New to the Third Edition Completely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting. The Foundation for Successful 3D Programming The book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation. An Introduction to Creating Real and Active Virtual Worlds This updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays. Web Resource A supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors’ GDC tutorials.

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