Designing effective architecture is your best strategy for managing project complexity–and improving your results. But the principles and practices of software architecting–what the authors call the “science of hard decisions”–have been evolving for cloud, mobile, and other shifts. Now fully revised and updated, this book shares the knowledge and real-world perspectives that enable you to design for success–and deliver more successful solutions.
Abstract
The A-buffer (anti-aliased, area-averaged, accumulation buffer) is a general hidden surface mechanism suited to medium scale virtual memory computers. It resolves visibility among an arbitrary collection of opaque, transparent, and intersecting objects. Using an easy to compute Fourier window (box flter), it increases the effective image resolution many times over the Z-buffer, with a moderate increase in cost. The A-buffer is incorporated into the REYES 3-D rendering system at Lucasfilm and was used successfully in the "Genesis Demo " sequence in
We introduce a method to dynamically construct highly concurrent linked lists on modern graphics processors. Once constructed, these data structures can be used to implement a host of algorithms useful in creating complex rendering effects in real time. We present a straightforward way to create these linked lists using generic atomic operations available in APIs such as OpenGL 4.0 and DirectX 11. We also describe several possible applications of our algorithm. One example uses per-pixel linked lists for order-independent transparency; as a consequence, we are able to directly implement fully programmable blending, which frees developers from the restrictions imposed by current graphics APIs. The second uses linked lists to implement real-time indirect shadows.
Build a complete tower defense game from scratch using the Unreal Development Kit
Overview
Learn how to greybox your level by building basic shapes and reshaping the environment
Use the visual scripting tool Kismet to create all of the gameplay for your project, from spawning waves of enemies to building placeable towers
Develop a thorough understanding of how to use the industry standard Scaleform to create a custom HUD and Main Menu screen to make a game your own
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.
Includes Complete Coverage of the OpenGL® Shading Language!
Today’s OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders.
OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Language (the “Orange Book”).
For the first time, this guide completely integrates shader techniques, alongside classic, functioncentric techniques. Extensive new text and code are presented, demonstrating the latest in OpenGL programming techniques.
OpenGL® Programming Guide, Eighth Edition, provides clear explanations of OpenGL functionality and techniques, including processing geometric objects with vertex, tessellation, and geometry shaders using geometric transformations and viewing matrices; working with pixels and texture maps through fragment shaders; and advanced data techniques using framebuffer objects and compute shaders.
New OpenGL features covered in this edition include
Best practices and sample code for taking full advantage of shaders and the entire shading pipeline (including geometry and tessellation shaders)
Integration of general computation into the rendering pipeline via compute shaders
Techniques for binding multiple shader programs at once during application execution
Latest GLSL features for doing advanced shading techniques
Additional new techniques for optimizing graphics program performance
Richard W. Cottle,Jong-Shi Pang,Richard E. Stone
Paperback: 789 pages
Publisher: Society for Industrial & Applied Mathematics (July 28, 2009)
Language: English
ISBN-10: 0898716861
ISBN-13: 978-0898716863
Product Dimensions: 6.8 x 1.6 x 9.7 inches
研究游戏物理引擎的同学不要错过啊。