Game Engine Gems 1 (Eric Lengyel 著)

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 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

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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转载自www.cnblogs.com/revoid/p/12184370.html