- 博客(0)
- 资源 (10)
- 问答 (1)
- 收藏
- 关注
[1997] Michael Abrash - Graphics Programming Black Book 高清扫描PDF
《图像编程黑皮书》 这是一本1200多页的古老大部头,详细讲述了在286、386、486和奔腾平台上进行图像编程的技术和技巧。并特别讲解了Quake 1中的图形技术。
2018-11-04
Game Engine Black Book Wolfenstein 3D 矢量PDF 完整带目录
Game Engine Black Book Wolfenstein 3D 《游戏引擎黑皮书:德军总部3D》这不是一本老书,而是一本现代出版的书籍,但是它把带你回到1992年,详细介绍了史上第一款真正意义上的3D FPS游戏《德军总部3D》的硬件平台、技术、开发工具、团队以及各种各样的开发趣闻。这是一本非常有趣的书,对当时技术的讲解非常详尽。我自己加了目录。
2018-11-04
Unity 2018 Augmented Reality Projects 高清 EPUB 版
Unity 2018 使用ARKit、ARCore 和 Vuforia 建立增强现实工程
2018-11-04
Unity 2018 Shaders and Effects Cookbook 3rd Edition PDF + EPUB 高清双版本带目录
Unity 2018 Shaders and Effects Cookbook 3rd Edition PDF + EPUB
高清双版本带目录
2018-11-04
Game Engine Architecture 3rd Edition 游戏引擎架构 第3版 带目录文字版pdf Jason Gregory
目录
Preface xiii
I Foundations 1
1 Introduction 3
1.1 Structure of a Typical Game Team 5
1.2 What Is a Game? 8
1.3 What Is a Game Engine? 11
1.4 Engine Differences across Genres 13
1.5 Game Engine Survey 31
1.6 Runtime Engine Architecture 38
1.7 Tools and the Asset Pipeline 59
2 Tools of the Trade 69
2.1 Version Control 69
2.2 Compilers, Linkers and IDEs 78
2.3 Profiling Tools 99
2.4 Memory Leak and Corruption Detection 101
2.5 Other Tools 102
3 Fundamentals of Software Engineering for Games 105
3.1 C++ Review and Best Practices 105
3.2 Catching and Handling Errors 119
3.3 Data, Code and Memory Layout 131
3.4 Computer Hardware Fundamentals 164
3.5 Memory Architectures 181
4 Parallelism and Concurrent Programming 203
4.1 Defining Concurrency and Parallelism 204
4.2 Implicit Parallelism 211
4.3 Explicit Parallelism 225
4.4 Operating System Fundamentals 230
4.5 Introduction to Concurrent Programming 256
4.6 Thread Synchronization Primitives 267
4.7 Problems with Lock-Based Concurrency 281
4.8 Some Rules of Thumb for Concurrency 286
4.9 Lock-Free Concurrency 289
4.10 SIMD/Vector Processing 331
4.11 Introduction to GPGPU Programming 348
5 3D Math for Games 359
5.1 Solving 3D Problems in 2D 359
5.2 Points and Vectors 360
5.3 Matrices 375
5.4 Quaternions 394
5.5 Comparison of Rotational Representations 403
5.6 Other Useful Mathematical Objects 407
5.7 Random Number Generation 412
II Low-Level Engine Systems 415
6 Engine Support Systems 417
6.1 Subsystem Start-Up and Shut-Down 417
6.2 Memory Management 426
6.3 Containers 441
6.4 Strings 456
6.5 Engine Configuration 470
7 Resources and the File System 481
7.1 File System 482
7.2 The Resource Manager 493
8 The Game Loop and Real-Time Simulation 525
8.1 The Rendering Loop 525
8.2 The Game Loop 526
8.3 Game Loop Architectural Styles 529
8.4 Abstract Timelines 532
8.5 Measuring and Dealing with Time 534
8.6 Multiprocessor Game Loops 544
9 Human Interface Devices 559
9.1 Types of Human Interface Devices 559
9.2 Interfacing with a HID 561
9.3 Types of Inputs 563
9.4 Types of Outputs 569
9.5 Game Engine HID Systems 570
9.6 Human Interface Devices in Practice 587
10 Tools for Debugging and Development 589
10.1 Logging and Tracing 589
10.2 Debug Drawing Facilities 594
10.3 In-Game Menus 601
10.4 In-Game Console 604
10.5 Debug Cameras and Pausing the Game 605
10.6 Cheats 606
10.7 Screenshots and Movie Capture 606
10.8 In-Game Profiling 608
10.9 In-Game Memory Stats and Leak Detection 615
III Graphics, Motion and Sound 619
11 The Rendering Engine 621
11.1 Foundations of Depth-Buffered Triangle Rasterization 622
11.2 The Rendering Pipeline 667
11.3 Advanced Lighting and Global Illumination 697
11.4 Visual Effects and Overlays 710
11.5 Further Reading 719
12 Animation Systems 721
12.1 Types of Character Animation 721
12.2 Skeletons 727
12.3 Poses 729
12.4 Clips 734
12.5 Skinning and Matrix Palette Generation 750
12.6 Animation Blending 755
12.7 Post-Processing 774
12.8 Compression Techniques 777
12.9 The Animation Pipeline 784
12.10 Action State Machines 786
12.11 Constraints 806
13 Collision and Rigid Body Dynamics 817
13.1 Do You Want Physics in Your Game? 818
13.2 Collision/Physics Middleware 823
13.3 The Collision Detection System 825
13.4 Rigid Body Dynamics 854
13.5 Integrating a Physics Engine into Your Game 892
13.6 Advanced Physics Features 909
14 Audio 911
14.1 The Physics of Sound 912
14.2 The Mathematics of Sound 924
14.3 The Technology of Sound 941
14.4 Rendering Audio in 3D 955
14.5 Audio Engine Architecture 974
14.6 Game-Specific Audio Features 995
IV Gameplay 1013
15 Introduction to Gameplay Systems 1015
15.1 Anatomy of a Game World 1016
15.2 Implementing Dynamic Elements: Game Objects 1021
15.3 Data-Driven Game Engines 1024
15.4 The Game World Editor 1025
16 Runtime Gameplay Foundation Systems 1039
16.1 Components of the Gameplay Foundation System 1039
16.2 Runtime Object Model Architectures 1043
16.3 World Chunk Data Formats 1062
16.4 Loading and Streaming Game Worlds 1069
16.5 Object References and World Queries 1079
16.6 Updating Game Objects in Real Time 1086
16.7 Applying Concurrency to Game Object Updates 1101
16.8 Events and Message-Passing 1114
16.9 Scripting 1134
16.10 High-Level Game Flow 1157
V Conclusion 1159
17 You Mean There’s More? 1161
17.1 Some Engine Systems We Didn’t Cover 1161
17.2 Gameplay Systems 1162
Bibliography 1167
Index 1171
2018-10-16
提问所需的源文件提问所需的源文件
提问所需的源文件提问所需的源文件提问所需的源文件提问所需的源文件提问所需的源文件提问所需的源文件提问所需的源文件提问所需的源文件提问所需的源文件
2009-11-21
C++11的问题:类的默认移动构造函数会做什么?
2017-01-12
TA创建的收藏夹 TA关注的收藏夹
TA关注的人