Cover image for Multi-Threaded Game Engine Design.
Multi-Threaded Game Engine Design.
Title:
Multi-Threaded Game Engine Design.
Author:
Harbour, Jonathan S.
ISBN:
9781435455986
Personal Author:
Physical Description:
1 online resource (593 pages)
Contents:
Contents -- Introduction -- PART I: AN INTRODUCTION TO SYMMETRIC MULTI-PROCESSING -- Chapter 1 Overview of Symmetric Multi-processing Technologies -- Digging In to SMP -- Overview of Multi-threading Technology -- SMP Libraries -- Summary -- References -- Chapter 2 Working with Boost Threads -- Punishing a Single Core -- Spreading Out the Workload -- Summary -- References -- Chapter 3 Working with OpenMP -- Say Hello To OpenMP -- What Is OpenMP and How Does It Work? -- Configuring Visual C++ -- Exploring OpenMP -- Prime Numbers Revisited -- Summary -- References -- Chapter 4 Working with POSIX Threads -- Introducing the POSIX Threads Library -- Summary -- References -- Chapter 5 Working with Windows Threads -- Exploring Windows Threads -- Summary -- PART II: CREATING AN ENGINE FOR SMP EXPERIMENTATION -- Chapter 6 Engine Startup -- Why Build an Engine Yourself? -- Creating the Engine Project -- Enumerating Video Modes -- Enumerating Multi-sampling Support -- Verifying Framerates with FRAPS -- Summary -- References -- Chapter 7 Vectors and Matrices -- Vectors and Points -- Math Functions -- Matrices -- Summary -- References -- Chapter 8 Rendering the Scene -- The Camera (View and Projection Matrices) -- The Scene (World Matrix) -- Diffuse Lighting -- Summary -- References -- Chapter 9 Mesh Loading and Rendering -- Mesh Loading and Rendering -- Lighting Texture-Mapped Meshes -- Summary -- Chapter 10 Advanced Lighting Effects -- Textured Point Light Shader -- Specular Reflection Shader -- Summary -- Chapter 11 Wrapping the Sky in a Box -- Building a Skybox -- Summary -- Chapter 12 Environmental Concerns: Recycling Terrain Polygons -- Outer Space Environments -- Indoor/Outdoor Environments -- Creating Terrain -- Walking on Terrain -- Summary -- References -- Chapter 13 Skeletal Mesh Animation -- Hierarchical Mesh Structure -- Loading a Skeletal Mesh.

Rendering a Skeletal Mesh -- Animating a Skeletal Mesh -- The Bone Mesh Demo -- Summary -- References -- Chapter 14 Sprite Animation and Rasterization -- Sprite Rasterization -- Sprite Transformations -- Sprite Animation -- Sprite-Based Particles -- Sprite-Based Fonts -- Loading Assets from a Zip File -- Summary -- References -- Chapter 15 Rendering to a Texture -- Rendering to a Texture -- Drawing Vector Shapes -- Scrolling Background Layers -- Summary -- Chapter 16 Entity Management -- Building an Entity Manager -- Entity-fying the Engine Classes -- Entity Demo -- Summary -- Chapter 17 Picking and Collision Detection -- Picking -- Collision Detection -- Summary -- PART III: SMP EXPERIMENTS -- Chapter 18 Threading the Engine -- OpenMP Experimentation -- Gravity Experiment -- Threaded Sprite Collision Experiment -- Distributing Your Game -- References -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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