Game Engine Gems 1 (Eric Lengyel 著)
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Part I Game Engine Design
Chapter 1 What to Look for When Evaluating Middleware for Integration
Chapter 2 The Game Asset Pipeline
Chapter 3 Volumetric Representation of Virtual Environments
Chapter 4 High-Level Pathfinding
Chapter 5 Environment Sound Culling
Chapter 6 A GUI Framework and Presentation Layer
Chapter 7 World‘s Best Palettizer
Chapter 8 3D Stereoscopic Rendering: An Overview of Implementation issues
Chapter 9 A Multithreaded 3D Renderer
Chapter 10 Camera-Centric Engine Design for Multithreaded Rendering
Chapter 11 A Gpu-Managed Memory Pool
Chapter 12 Precomputed 3D Velocity Field for Simulating Fluid Dynamcis
Chapter 13 Mesh Partitioning for Fun and Profit
Chapter 14 Moments of Inertia for Common Shapes
Part II Rendering Techniques
Chapter 15 Physically-Based Outdoor Scene Lighting
Chapter 16 Rendering Physically-Based Skyboxes
Chapter 17 Motion Blur and the Velocity-Depth-Gradient Buffer
Chapter 18 Fast Screen-Space Ambient Occlusion and Indirect Lighting
Chapter 19 Real-Time Character Dismemberment
Chapter 20 A Deferred Decal Rendering Technique
Part III Programming Methods
Chapter 21 Multithreaded Object Models
Chapter 22 Holistic Task Parallelism for Common Game Architecture Patterns
Chapter 23 Dynamic Code Execution Hierarchies
Chapter 24 Key-Value Dictionary
Chapter 26 The Game State Observer Pattern
Chapter 27 Fast Trigonometric Operations Using Cordic Methods
Chapter 28 Inter-Process Communication Based on Your Own RPC Subsystem
Chapter 1 What to Look for When Evaluating Middleware for Integration
Chapter 2 The Game Asset Pipeline
Chapter 3 Volumetric Representation of Virtual Environments
Chapter 4 High-Level Pathfinding
Chapter 5 Environment Sound Culling
Chapter 6 A GUI Framework and Presentation Layer
Chapter 7 World‘s Best Palettizer
Chapter 8 3D Stereoscopic Rendering: An Overview of Implementation issues
Chapter 9 A Multithreaded 3D Renderer
Chapter 10 Camera-Centric Engine Design for Multithreaded Rendering
Chapter 11 A Gpu-Managed Memory Pool
Chapter 12 Precomputed 3D Velocity Field for Simulating Fluid Dynamcis
Chapter 13 Mesh Partitioning for Fun and Profit
Chapter 14 Moments of Inertia for Common Shapes
Chapter 15 Physically-Based Outdoor Scene Lighting
Chapter 16 Rendering Physically-Based Skyboxes
Chapter 17 Motion Blur and the Velocity-Depth-Gradient Buffer
Chapter 18 Fast Screen-Space Ambient Occlusion and Indirect Lighting
Chapter 19 Real-Time Character Dismemberment
Chapter 20 A Deferred Decal Rendering Technique
Chapter 21 Multithreaded Object Models
Chapter 22 Holistic Task Parallelism for Common Game Architecture Patterns
Chapter 23 Dynamic Code Execution Hierarchies
Chapter 24 Key-Value Dictionary
Chapter 25 A Basic Scheduler
Chapter 26 The Game State Observer Pattern
Chapter 27 Fast Trigonometric Operations Using Cordic Methods
Chapter 28 Inter-Process Communication Based on Your Own RPC Subsystem
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