
Game Engine Gems 3
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GRAPHICS AND RENDERING. The Open Game Engine Exchange Format. Realistic Blending of Skies, Water, and Terrain. Fog with a Linear Density Function. Vegetation Management in Leadwerks Game Engine 4. Smooth Horizon Mapping. Buffer-Free Generation of Triangle Strip Cube Vertices. Edge-Preserving Smoothing Filter for Particle Based Rendering. Variable Precision Pixel Shading for Improved Power Efficiency. A Fast and High-Quality Texture Atlasing Algorithm. PHYSICS. Rotational Joint Limits in Quaternion Space. Volumetric Hierarchical Approximate Convex Decomposition. Simulating Soft Bodies Using Str...
GRAPHICS AND RENDERING. The Open Game Engine Exchange Format. Realistic Blending of Skies, Water, and Terrain. Fog with a Linear Density Function. Vegetation Management in Leadwerks Game Engine 4. Smooth Horizon Mapping. Buffer-Free Generation of Triangle Strip Cube Vertices. Edge-Preserving Smoothing Filter for Particle Based Rendering. Variable Precision Pixel Shading for Improved Power Efficiency. A Fast and High-Quality Texture Atlasing Algorithm. PHYSICS. Rotational Joint Limits in Quaternion Space. Volumetric Hierarchical Approximate Convex Decomposition. Simulating Soft Bodies Using Strain Based Dynamics. GENERAL PROGRAMMING. Generic, Lightweight, and Fast Delegates in C++. CompileTime String Hashing in C++. Static Reflection in C++ Using Tuples. Portable SIMD Programs Using ISPC. Shared Network Arrays as an Abstraction of Network Code from Game Code Logic. CHARACTER CONTROL AND ARTIFICIAL INTELLIGENCE. Vision Based Local Collision Avoidance. A Programming Framework for Autonomous NPCs. Beyond Smart Objects: Behavior-Oriented Programming for NPCs in Large Open Worlds. A Control System for Enhancing Entity Behavior. A Control System Based Approach to Entity Behavior.
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