Advertisement
game engine multithreading: Multi-threaded Game Engine Design Jonathan S. Harbour, 2011 This book shows experienced game developers how to apply multi-thread techniques to game programming technology to improve game performance. Using Direct3D and C++, a sample game engine is created step-by-step throughout the course of the book, and numerous examples illustrate the concepts presented. |
game engine multithreading: Game Engine Architecture Jason Gregory, 2017-03-27 Hailed as a must-have textbook (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the gameplay foundation layer delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field. |
game engine multithreading: Multithreading for Visual Effects Martin Watt, Erwin Coumans, George ElKoura, Ronald Henderson, Manuel Kraemer, Jeff Lait, James Reinders, 2014-07-29 Tackle the Challenges of Parallel Programming in the Visual Effects IndustryIn Multithreading for Visual Effects, developers from DreamWorks Animation, Pixar, Side Effects, Intel, and AMD share their successes and failures in the messy real-world application area of production software. They provide practical advice on multithreading techniques and |
game engine multithreading: Multithreaded Game Engine Architecture Design and Performance James Eelke Bekkema, 2006 The complexity associated with creating multithreaded game engines poses a significant challenge to developers (Coffee, 2006). Due to the significant development time required for modern game engines, developers are reluctant to develop new game engines that use multithreading. Hence effective multithreading in modern game engines does not currently exist. Although there has been a significant amount of research into concurrent programming and game engine design as separate topics, little existing research addresses the challenge of developing a multithreaded game engine. The purpose of this research is to address multithreading concerns, specifically how multithreading can be used to increase game engine performance on multi-core and multi-processor hardware, and how to develop a reusable multithreaded game engine. This research aims to show that a multithreaded game engine framework model that effectively exploits modern multi-processor hardware can be developed for use in real-time applications. Such a model should have a performance increase over traditional serial game engines, yet still maintain accurate and realistic real-time situations.--Leaf 2. |
game engine multithreading: Game Programming Patterns Robert Nystrom, 2014-11-03 The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games. |
game engine multithreading: Game Engine Black Book: DOOM Fabien Sanglard, It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors. It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it. This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games. |
game engine multithreading: Mastering Concurrency and Multithreading in C++: Unlock the Secrets of Expert-Level Skills Larry Jones, 2025-02-27 Unlock the full potential of your C++ programming skills with Mastering Concurrency and Multithreading in C++: Unlock the Secrets of Expert-Level Skills. This indispensable guide delves deep into the world of concurrency, offering seasoned developers advanced techniques to handle complex computing tasks. With a focus on modern C++ standards, you'll explore the intricacies of memory management, synchronization, and performance optimization, all crafted to elevate your proficiency in crafting efficient multithreaded applications. Each chapter provides a comprehensive exploration of essential topics such as thread lifecycle management, parallel algorithms, debugging techniques, and the utilization of the C++ Standard Library for concurrency. Through detailed explanations and practical examples, you'll gain a profound understanding of advanced thread management and sophisticated parallel patterns, ensuring your applications are prepared to meet the demands of modern computing environments. Embark on a journey through real-world applications and insightful case studies, where theory transitions seamlessly into practice. Whether you're designing high-performance web servers or optimizing financial systems, this book imparts invaluable strategies and lessons learned from industry successes. Elevate your C++ expertise to unmatched heights with insights from leading software professionals, and confidently tackle the challenges of concurrency in today's dynamic technological landscape. |
game engine multithreading: Game Engine Gems 2 Eric Lengyel, 2011-02-14 This book, the second volume in the popular Game Engine Gems series, contains short articles that focus on a particular technique, describe a clever trick, or offer practical advice within the subject of game engine development. The 31 chapters cover three broad categories—graphics and rendering, game engine design, and systems programming. Professional game developers, students of game development and computer science, and anyone interested in learning how the pros tackle specific problems that arise during game engine development will find useful gems in this collection. Supplementary materials, including demos, source code, examples, specifications, and more can be found at www.gameenginegems.net. |
game engine multithreading: Java Concurrency in Practice Tim Peierls, Brian Goetz, Joshua Bloch, Joseph Bowbeer, Doug Lea, David Holmes, 2006-05-09 Threads are a fundamental part of the Java platform. As multicore processors become the norm, using concurrency effectively becomes essential for building high-performance applications. Java SE 5 and 6 are a huge step forward for the development of concurrent applications, with improvements to the Java Virtual Machine to support high-performance, highly scalable concurrent classes and a rich set of new concurrency building blocks. In Java Concurrency in Practice, the creators of these new facilities explain not only how they work and how to use them, but also the motivation and design patterns behind them. However, developing, testing, and debugging multithreaded programs can still be very difficult; it is all too easy to create concurrent programs that appear to work, but fail when it matters most: in production, under heavy load. Java Concurrency in Practice arms readers with both the theoretical underpinnings and concrete techniques for building reliable, scalable, maintainable concurrent applications. Rather than simply offering an inventory of concurrency APIs and mechanisms, it provides design rules, patterns, and mental models that make it easier to build concurrent programs that are both correct and performant. This book covers: Basic concepts of concurrency and thread safety Techniques for building and composing thread-safe classes Using the concurrency building blocks in java.util.concurrent Performance optimization dos and don'ts Testing concurrent programs Advanced topics such as atomic variables, nonblocking algorithms, and the Java Memory Model |
game engine multithreading: C++ Concurrency in Action Anthony Williams, 2019 C++ Concurrency in Action, Second Edition is the definitive guide to writing elegant multithreaded applications in C++. Updated for C++ 17, it carefully addresses every aspect of concurrent development, from starting new threads to designing fully functional multithreaded algorithms and data structures. Concurrency master Anthony Williams presents examples and practical tasks in every chapter, including insights that will delight even the most experienced developer. -- Provided by publisher. |
game engine multithreading: Game Engine Architecture Jason Gregory, 2018 In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. ...This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of:computer and CPU hardware and memory caches,compiler optimizations,C++ language standardization,the IEEE-754 floating-point representation,2D user interfaces,plus an entirely new chapter on hardware parallelism and concurrent programming.This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. |
game engine multithreading: Practical Rendering and Computation with Direct3D 11 Jason Zink, Matt Pettineo, Jack Hoxley, 2016-04-19 Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used, there is little documentation that shows how best to leverage these capabilities. Written by active me |
game engine multithreading: 3D Game Engine Design David Eberly, 2006-11-03 The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics—all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book. |
game engine multithreading: Programming with POSIX Threads David R. Butenhof, 1997 Software -- Operating Systems. |
game engine multithreading: Concurrent Programming on Windows Joe Duffy, 2008-10-28 “When you begin using multi-threading throughout an application, the importance of clean architecture and design is critical. . . . This places an emphasis on understanding not only the platform’s capabilities but also emerging best practices. Joe does a great job interspersing best practices alongside theory throughout his book.” – From the Foreword by Craig Mundie, Chief Research and Strategy Officer, Microsoft Corporation Author Joe Duffy has risen to the challenge of explaining how to write software that takes full advantage of concurrency and hardware parallelism. In Concurrent Programming on Windows, he explains how to design, implement, and maintain large-scale concurrent programs, primarily using C# and C++ for Windows. Duffy aims to give application, system, and library developers the tools and techniques needed to write efficient, safe code for multicore processors. This is important not only for the kinds of problems where concurrency is inherent and easily exploitable—such as server applications, compute-intensive image manipulation, financial analysis, simulations, and AI algorithms—but also for problems that can be speeded up using parallelism but require more effort—such as math libraries, sort routines, report generation, XML manipulation, and stream processing algorithms. Concurrent Programming on Windows has four major sections: The first introduces concurrency at a high level, followed by a section that focuses on the fundamental platform features, inner workings, and API details. Next, there is a section that describes common patterns, best practices, algorithms, and data structures that emerge while writing concurrent software. The final section covers many of the common system-wide architectural and process concerns of concurrent programming. This is the only book you’ll need in order to learn the best practices and common patterns for programming with concurrency on Windows and .NET. |
game engine multithreading: Developing Games in Java David Brackeen, Bret Barker, Laurence Vanhelsuwé, 2004 Companion web site available. |
game engine multithreading: Parallel and High Performance Programming with Python: Unlock Parallel and Concurrent Programming in Python using Multithreading, CUDA, Pytorch, and Dask Fabio Nelli, 2023-04-12 Unleash the capabilities of Python and its libraries for solving high performance computational problems. Key Features ● Explores parallel programming concepts and techniques for high-performance computing. ● Covers parallel algorithms, multiprocessing, distributed computing, and GPU programming. ● Provides practical use of popular Python libraries/tools like NumPy, Pandas, Dask, and TensorFlow. Book Description This book will teach you everything about the powerful techniques and applications of parallel computing, from the basics of parallel programming to the cutting-edge innovations shaping the future of computing. The book starts with an introduction to parallel programming and the different types of parallelism, including parallel programming with threads and processes. The book then delves into asynchronous programming, distributed Python, and GPU programming with Python, providing you with the tools you need to optimize your programs for distributed and high-performance computing. The book also covers a wide range of applications for parallel computing, including data science, artificial intelligence, and other complex scientific simulations. You will learn about the challenges and opportunities presented by parallel computing for these applications and how to overcome them. By the end of the book, you will have insights into the future of parallel computing, the latest research and developments in the field, and explore the exciting possibilities that lie ahead. What you will learn ● Build faster, smarter, and more efficient applications for data analysis, machine learning, and scientific computing ● Implement parallel algorithms in Python ● Best practices for designing, implementing, and scaling parallel programs in Python Who is this book for? This book is aimed at software developers who wish to take their careers to the next level by improving their skills and learning about concurrent and parallel programming. It is also intended for Python developers who aspire to write fast and efficient programs, and for students who wish to learn the fundamentals of parallel computing and its practical uses. Table of Contents 1. Introduction to Parallel Programming 2. Building Multithreaded Programs 3. Working with Multiprocessing and mpi4py Library 4. Asynchronous Programming with AsyncIO 5. Realizing Parallelism with Distributed Systems 6. Maximizing Performance with GPU Programming using CUDA 7. Embracing the Parallel Computing Revolution 8. Scaling Your Data Science Applications with Dask 9. Exploring the Potential of AI with Parallel Computing 10. Hands-on Applications of Parallel Computing |
game engine multithreading: xUnit Test Patterns Gerard Meszaros, 2007-05-21 Automated testing is a cornerstone of agile development. An effective testing strategy will deliver new functionality more aggressively, accelerate user feedback, and improve quality. However, for many developers, creating effective automated tests is a unique and unfamiliar challenge. xUnit Test Patterns is the definitive guide to writing automated tests using xUnit, the most popular unit testing framework in use today. Agile coach and test automation expert Gerard Meszaros describes 68 proven patterns for making tests easier to write, understand, and maintain. He then shows you how to make them more robust and repeatable--and far more cost-effective. Loaded with information, this book feels like three books in one. The first part is a detailed tutorial on test automation that covers everything from test strategy to in-depth test coding. The second part, a catalog of 18 frequently encountered test smells, provides trouble-shooting guidelines to help you determine the root cause of problems and the most applicable patterns. The third part contains detailed descriptions of each pattern, including refactoring instructions illustrated by extensive code samples in multiple programming languages. |
game engine multithreading: Game Engine Gems, Volume One Eric Lengyel, 2010-03-05 Game Engine Gems brings together in a single volume dozens of new articles from leading professionals in the game development industry. Each gem presents a previously unpublished technique related to game engines and real-time virtual simulations. Specific topics include rendering techniques, shaders, scene organization, visibility determination, collision detection, audio, user interface, input devices, memory management, artificial intelligence, resource organization, and cross-platform considerations. A CD-ROM containing all the source codes and demos accompanies the book. |
game engine multithreading: SDL Game Development Shaun Mitchell, 2013-01-01 Written as a practical and engaging tutorial, SDL Game Development guides you through developing your own framework and the creation of two engaging games.If you know C]+ and you're looking to make great games from the ground up, then this book is perfect for you. |
game engine multithreading: Multi-Threaded Programming in C++ Mark Walmsley, 2012-12-06 This is a book about multi-threaded programming - it could well be subtitled 'How to write computer programs tllat do lots of different tlrings all at once'. A multi-threaded application contains many separate tlrreads of execution all running concurrently and each assigned to its own particular task - the individual tasks are typically simple but the combination can be very powerful. Multi-threading therefore engenders a 'divide-and-conquer' strategy which allows complex monoliths to be broken up into more manageable chunks. Indeed multi-threading is perhaps the most exciting addition to the software engineer's toolkit since tlle advent of object-oriented programming, another topic about which tlris book has a lot to say. Multi-threading and object orientation are wonderful companions - e++ allows tlle basic building blocks for multi-threaded programming to be neatly packaged as objects whilst multi-threading techniques can be applied to transform objects from passive repositories of functionality into active entities that perform their own internal processing independently of external code. A general background in computing is assumed as well as familiarity with the C language and a basic knowledge of C++ would also be helpful - the more useful facets of the C++ language are introduced on a 'need-to-know' basis but for a fuller exposition than is possible here the reader is advised to rush out and buy the book 'Programming in C++' (ISBN 0859344355). |
game engine multithreading: Multithreading in C# 5.0 Cookbook Eugene Agafonov, 2013-11-25 Cookbook.Multithreading in C# 5.0 Cookbook is written for existing C# developers who want a complete, professional, and authoritative guide to multithreading. You don’t need any experience with multithreaded programming to use this book. |
game engine multithreading: Learn OpenGL ES Prateek Mehta, 2013-08-29 Want to create sophisticated games and graphics-intensive apps? Learn OpenGL ES gets you started immediately with OpenGL ES. After mastering the basics of OpenGL ES itself, you will quickly find yourself writing and building game apps, without having to learn about object oriented programming techniques. This book demonstrates the use of a powerful open-source modeling tool, Blender. You will be guided, step by step, through the development of Tank Fence, a dynamic, interactive 3D game. Along the way you'll gain skills in building apps with Eclipse and the Android SDK or NDK, rendering graphics using hardware acceleration, and multithreading for performance and responsiveness. iOS developers will also find this book's information invaluable when writing their apps. You'll learn everything you need to know about: Creating simple, efficient game UIs Designing the basic building blocks of an exciting, interactive 3D game Pulling all the elements together with Blender, a powerful open-source tool for modeling, animation, rendering, compositing, video editing, and game creation Taking the next big step using custom and inbuilt functions, texturing, shading, light sources, and more Refining your mobile game app through collision detection, player-room-obstacle classes, and storage classes Doing all this efficiently on mobile devices with limited resources and processing What you’ll learn How to install and use OpenGL ES 2.0 on Android GLSL ES Fundamentals State Management Modeling 3D Objects Using Blender Using the Perl Mesh Parser Vertex Buffer Objects Using Color Masks sampler2D and samplerCube Uniforms Multi-Texturing Lambert Illumination Model Implementing the Lighting Equation Design, write, and build Tank Fence, an interactive 3D game Who this book is for Learn OpenGL ES is ideal for mobile game and interactive app developers who want to know more about the OpenGL ES engine and and use it to build more sophisticated, graphically-rich games and other apps. While the code is developed on Android, iOS developers will also find this book invaluable. Table of Contents1. Why OpenGL ES? 2. UI for games: Keep it simple 3. First Steps: Mobile Game App Development 4. 3D Modeling 5. Functions, Shading, Light Source and Objects 6. Carrying Further: Collision Detection |
game engine multithreading: Developing 2D Games with Unity Jared Halpern, 2019 Follow a walkthrough of the Unity Engine and learn important 2D-centric lessons in scripting, working with image assets, animations, cameras, collision detection, and state management. In addition to the fundamentals, you'll learn best practices, helpful game-architectural patterns, and how to customize Unity to suit your needs, all in the context of building a working 2D game. While many books focus on 3D game creation with Unity, the easiest market for an independent developer to thrive in is 2D games. 2D games are generally cheaper to produce, more feasible for small teams, and more likely to be completed. If you live and breathe games and want to create them then 2D games are a great place to start. By focusing exclusively on 2D games and Unity's ever-expanding 2D workflow, this book gives aspiring independent game developers the tools they need to thrive. Various real-world examples of independent games are used to teach fundamental concepts of developing 2D games in Unity, using the very latest tools in Unity's updated 2D workflow. New all-digital channels for distribution, such as Nintendo eShop, XBox Live Marketplace, the Playstation Store, the App Store, Google Play, itch.io, Steam, and GOG.com have made it easier than ever to discover, buy, and sell games. The golden age of independent gaming is upon us, and there has never been a better time to get creative, roll up your sleeves, and build that game you've always dreamed about. Developing 2D Games with Unity can show you the way. |
game engine multithreading: Programming Linux Games Loki Software, Inc, John R. Hall, 2001 Explains how to build a scrolling game engine, play sound effects, manage compressed audio streams, build multiplayer games, construct installation scripts, and distribute games to the Linux community. |
game engine multithreading: Practical Algorithms for 3D Computer Graphics R. Stuart Ferguson, 2013-12-19 Practical Algorithms for 3D Computer Graphics, Second Edition covers the fundamental algorithms that are the core of all 3D computer graphics software packages. Using Core OpenGL and OpenGL ES, the book enables you to create a complete suite of programs for 3D computer animation, modeling, and image synthesis. Since the publication of the first edition, implementation aspects have changed significantly, including advances in graphics technology that are enhancing immersive experiences with virtual reality. Reflecting these considerable developments, this second edition presents up-to-date algorithms for each stage in the creative process. It takes you from the construction of polygonal models of real and imaginary objects to rigid body animation and hierarchical character animation to the rendering pipeline for the synthesis of realistic images. New to the Second Edition New chapter on the modern approach to real-time 3D programming using OpenGL New chapter that introduces 3D graphics for mobile devices New chapter on OpenFX, a comprehensive open source 3D tools suite for modeling and animation Discussions of new topics, such as particle modeling, marching cubes, and techniques for rendering hair and fur More web-only content, including source code for the algorithms, video transformations, comprehensive examples, and documentation for OpenFX The book is suitable for newcomers to graphics research and 3D computer games as well as more experienced software developers who wish to write plug-in modules for any 3D application program or shader code for a commercial games engine. |
game engine multithreading: Programming Multiplayer Games Andrew Mulholland, Teijo Hakala, 2004 Programming Multiplayer Games provides in-depth coverage of all the major topics associated with online game programming, and gives the programmer easy to follow, step-by-step tutorials on how to create a fully functional network library, back-end MySQL database, and complete working online game. The first part of the book explains the basics of dialog-based Windows programming, covers the use of MySQL and PHP4, and introduces sockets programming. The second part consists of five extensive tutorials that lead the reader through the stages of creating an online game. Book jacket. |
game engine multithreading: Game Coding Complete Mike McShaffry, 2005 Game Coding Complete, Second Edition is the essential hands-on guide to developing commercial quality games written by master game programmer, Mike McSahffry. This must-have second edition has been expanded from the bestselling first edition to include the absolute latest in exciting new techniques in game interface design programming, game audio programming, game scripting, 3D programming, network game programming and gam engine technology. All of the code in the book has been completely updated to work with all of the latest compiler technology. |
game engine multithreading: Tricks of the Game-programming Gurus André LaMothe, 1994 This book/CD-ROM package will explain the basic and advanced ideas and topics behind the development of a flight simulator, a 3D walk-through game, and many utilities used to manipulate video, audio, and input devices. The CD-ROM includes all the source code from the book, shareware games, commercial software demos, and utilities for game design and image manipulation. |
game engine multithreading: Mobile Game Engines Jason Brownlee, 2013-01-31 This book contains a total of 22 exclusive interviews on the making of start-of-the-art mobile game engines for Apple and Android devices as well as the web. In this book you'll gain direct first-hand knowledge of how the mobile developer elite design, develop and deliver modern game engines while keeping abreast of the latest features offered by mobile devices. There is no abstracting or watering down of their experiences. You will read about what do, in their own words. The interviews were designed to collect wisdom from game engine developers around the problems of working with and maintaining off-the-shelf mobile game engines, and you will agree that this objective was far exceeded. You will get a snapshot into the thoughts and processes from a diverse and successful collection of mobile game engine developers from around the world. You will feel recharged and will be reinvigorated in your own game development efforts. The sage advice in these interviews will be useful in navigating, selecting and working with the tidal wave of promising mobile game engines available. Reading these interviews will help you find and best use the perfect engine for your mobile game and get it into the hands of an audience that loves it just as much as you. |
game engine multithreading: .NET Game Programming with DirectX 9.0 Alexandre Santos Lobao, Ellen Hatton, 2003-04-07 Written in easy-to-understand language, this book is a must-read if you'd like to create out-of-the-ordinary, yet simple games. Authors Alexandre Lobao and Ellen Hatton demonstrate the ease of producing multimedia games with Managed DirectX 9.0 and programming the games with Visual Basic .NET on the Everett version of Microsoft's Visual Studio. The authors emphasize simplicity, but still explore important concepts of Managed DirectX 9.0, such as Direct3D, DirectSound, DirectMusic (using the COM interface), DirectInput (including force-feedback joysticks), DirectShow, and DirectPlay. Additional chapters discuss game programming technologies: Speech API for generating character voices, GDI+ for simple games, and multithreading. A bonus chapter even shows you how to port a simple game to a Pocket PC. The book includes two chapters' worth of sample games. The first presents a game with simple features; the second extends that game and presents additional concepts. A library of game programming helper classes is also created, step by step, in both chapters. |
game engine multithreading: Metal by Tutorials Caroline Begbie, Marius Horga, raywenderlich Tutorial Team, 2019-02-08 This is a special edition color interior version of Metal by Tutorials. It is split into two volumes because Metal by Tutorials is a pretty big book, and there are limitations on the page count of color books with our publisher. This is only Volume 1. It is recommended that you purchase the single-volume black-and-white-interior version of Metal by Tutorials, by searching Amazon for that or clicking our raywenderlich Team author link. |
game engine multithreading: Mastering Graphics Programming with Vulkan Marco Castorina, Gabriel Sassone, 2023-02-10 Develop a rendering framework in this part-color guide by implementing next-generation 3D graphics, leveraging advanced Vulkan features, and getting familiar with efficient real-time ray tracing techniques uncovered by leading industry veterans, Marco Castorina and Gabriel Sassone Key Features Use a pre-built Raptor engine to abstract tedious aspects like file systems, memory allocation, and utility functions Delve into advanced graphics programming by taking advantage of Vulkan's cutting-edge features, including mesh shaders and ray tracing Optimize your engine without reinventing the wheel Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionVulkan is now an established and flexible multi-platform graphics API. It has been adopted in many industries, including game development, medical imaging, movie productions, and media playback but learning it can be a daunting challenge due to its low-level, complex nature. Mastering Graphics Programming with Vulkan is designed to help you overcome this difficulty, providing a practical approach to learning one of the most advanced graphics APIs. In Mastering Graphics Programming with Vulkan, you’ll focus on building a high-performance rendering engine from the ground up. You’ll explore Vulkan’s advanced features, such as pipeline layouts, resource barriers, and GPU-driven rendering, to automate tedious tasks and create efficient workflows. Additionally, you'll delve into cutting-edge techniques like mesh shaders and real-time ray tracing, elevating your graphics programming to the next level. By the end of this book, you’ll have a thorough understanding of modern rendering engines to confidently handle large-scale projects. Whether you're developing games, simulations, or visual effects, this guide will equip you with the skills and knowledge to harness Vulkan’s full potential.What you will learn Understand resources management and modern bindless techniques Get comfortable with how a frame graph works and know its advantages Explore how to render efficiently with many light sources Discover how to integrate variable rate shading Understand the benefits and limitations of temporal anti-aliasing Get to grips with how GPU-driven rendering works Explore and leverage ray tracing to improve render quality Who this book is for This book is for professional graphics and game developers who want to gain in-depth knowledge about how to write a modern and performant rendering engine in Vulkan. Familiarity with basic concepts of graphics programming (i.e. matrices, vectors, etc.) and fundamental knowledge of Vulkan are required. |
game engine multithreading: Concurrency in C++ Robert Johnson, 2024-10-24 Concurrency in C++: Writing High-Performance Multithreaded Code is a comprehensive guide designed to equip programmers with the essential skills needed to develop efficient and robust concurrent applications in C++. The book methodically breaks down the complexities of multithreading, providing a foundation in fundamental concepts such as thread management, synchronization techniques, and memory models. Through detailed explanations and practical examples, readers gain a clear understanding of how to effectively manage multiple threads and ensure data integrity across shared resources. As the book delves into advanced topics, it presents design patterns specifically tailored for concurrency, along with strategies for optimizing performance in multithreaded applications. It emphasizes real-world examples, illustrating the practical impact of concurrency across various domains, and offers insights into debugging and testing techniques crucial for maintaining reliable software. With an eye on the future, the book also explores new features introduced in C++20 and future trends in concurrent computing, preparing readers to tackle the challenges of modern and emerging computing environments. Written for both novice and experienced developers, this book provides a comprehensive yet accessible approach to mastering concurrency in C++. Whether you're optimizing existing code or creating new multithreaded solutions, Concurrency in C++ serves as an indispensable resource on the journey to writing high-performance, scalable applications. |
game engine multithreading: How to Be a Game Programmer: A Comprehensive Guide Simon Meadows, How to Be a Game Programmer: A Comprehensive Guide is your ultimate resource for mastering the art and science of game programming. This thorough book and course guide takes you through every step of the game development process, from foundational programming skills to advanced techniques in game design and technology. With 10 detailed chapters, practical exercises, and case studies, this guide offers in-depth coverage of everything you need to create compelling, high-quality games. Whether you're a beginner looking to start your journey or an experienced developer aiming to expand your skills, this comprehensive guide will equip you with the knowledge and tools to succeed in the dynamic world of game programming. |
game engine multithreading: Sfml Game Development Artur Moreira, Jan Haller, Henrik Vogelius Hansson, 2013 SFML Game Development is a fast-paced, step-by-step guide, providing you with all the knowledge and tools you need to create your first game using SFML 2.0.SFML Game Development addresses ambitious C++ programmers who want to develop their own game. If you have plenty of ideas for an awesome and unique game, but don't know how to start implementing them, then this book is for you. The book assumes no knowledge about SFML or game development, but a solid understanding of C++ is required. |
game engine multithreading: Game Physics Engine Development Ian Millington, 2010-07-23 Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine needs to recognize the physical properties of objects that artists create, and combine them with realistic motion. The physics ENGINE is a computer program that you work into your game that simulates Newtonian physics and predict effects under different conditions. In video games, the physics engine uses real-time physics to improve realism. This is the only book in its category to take readers through the process of building a complete game-ready physics engine from scratch. The Cyclone game engine featured in the book was written specifically for this book and has been utilized in iPhone application development and Adobe Flash projects. There is a good deal of master-class level information available, but almost nothing in any format that teaches the basics in a practical way. The second edition includes NEW and/or revised material on collision detection, 2D physics, casual game physics for Flash games, more references, a glossary, and end-of-chapter exercises. The companion website will include the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation. |
game engine multithreading: Procedural Generation in Game Design Tanya Short, Tarn Adams, 2017-06-12 Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short’s and Tarn Adams’ Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline. Key Features: Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders’ experiences and lessons from award-winning games World’s finest guide for how to begin thinking about procedural design |
game engine multithreading: Tricks of the Windows Game Programming Gurus André LaMothe, 2002 Tricks of the Windows Game Programmin Gurus, 2E takes the reader through Win32 programming, covering all the major components of DirectX including DirectDraw, DirectSound, DirectInput (including Force Feedback), and DirectMusic. Andre teaches the reader 2D graphics and rasterization techniques. Finally, Andre provides the most intense coverage of game algorithms, multithreaded programming, artificial intelligence (including fuzzy logic, neural nets, and genetic algorithms), and physics modeling you have ever seen in a game book. |
game engine multithreading: Mastering C++ Multithreading Maya Posch, 2017-07-28 Master multithreading and concurrent processing with C++ About This Book Delve into the fundamentals of multithreading and concurrency and find out how to implement them Explore atomic operations to optimize code performance Apply concurrency to both distributed computing and GPGPU processing Who This Book Is For This book is for intermediate C++ developers who wish to extend their knowledge of multithreading and concurrent processing. You should have basic experience with multithreading and be comfortable using C++ development toolchains on the command line. What You Will Learn Deep dive into the details of the how various operating systems currently implement multithreading Choose the best multithreading APIs when designing a new application Explore the use of mutexes, spin-locks, and other synchronization concepts and see how to safely pass data between threads Understand the level of API support provided by various C++ toolchains Resolve common issues in multithreaded code and recognize common pitfalls using tools such as Memcheck, CacheGrind, DRD, Helgrind, and more Discover the nature of atomic operations and understand how they can be useful in optimizing code Implement a multithreaded application in a distributed computing environment Design a C++-based GPGPU application that employs multithreading In Detail Multithreaded applications execute multiple threads in a single processor environment, allowing developers achieve concurrency. This book will teach you the finer points of multithreading and concurrency concepts and how to apply them efficiently in C++. Divided into three modules, we start with a brief introduction to the fundamentals of multithreading and concurrency concepts. We then take an in-depth look at how these concepts work at the hardware-level as well as how both operating systems and frameworks use these low-level functions. In the next module, you will learn about the native multithreading and concurrency support available in C++ since the 2011 revision, synchronization and communication between threads, debugging concurrent C++ applications, and the best programming practices in C++. In the final module, you will learn about atomic operations before moving on to apply concurrency to distributed and GPGPU-based processing. The comprehensive coverage of essential multithreading concepts means you will be able to efficiently apply multithreading concepts while coding in C++. Style and approach This book is filled with examples that will help you become a master at writing robust concurrent and parallel applications in C++. |
和外国人打网游要知道哪些游戏术语? - 知乎
Oct 14, 2013 · gg wp——good game well play,国际惯例末一句——玩得漂亮. noob——表示菜鸟,群嘲极易引起对骂,尤其星际这种内置语音的,可怜的耳朵。。。 afk——away from …
乙女向游戏(Otome game) - 知乎
Sep 18, 2003 · 乙女向游戏(Otome game, 乙女ゲーム)是专门针对女性玩家开发的一类游戏,属于女性向游戏中的其中一种,以女性为主人公(玩家)、男性为可攻略角色(可攻略男 …
显卡自带的录屏功能怎么使用? - 知乎
Aug 29, 2023 · 知乎,中文互联网高质量的问答社区和创作者聚集的原创内容平台,于 2011 年 1 月正式上线,以「让人们更好的分享知识、经验和见解,找到自己的解答」为品牌使命。知乎 …
加入和开通XGP会员教程 - 知乎
Oct 23, 2023 · 目前微软XGP做活动,新用户开通XGP三个月只用8元,然后就可以玩到steam最新发售和即将发售的售价几百块钱的3A大作。
integrating ogre 3d into a game engie - Ogre Forums
Oct 12, 2012 · i know there are many game engines out there i like them (especially unity) idk i have this temptation of making a game engines mostly for educational purposes (i think so) , i …
ideal game texture sizes - Ogre Forums
Oct 10, 2009 · Still, game screen resolutions have changed from 800x600 to 1600x1280 (on a modern high-end gaming machine) over recent memory, and likely this trend will continue. …
为什么双人成行这个游戏有两个,一个要钱,一个不要钱? - 知乎
知乎,中文互联网高质量的问答社区和创作者聚集的原创内容平台,于 2011 年 1 月正式上线,以「让人们更好的分享知识、经验和见解,找到自己的解答」为品牌使命。知乎凭借认真、专业 …
PC端有什么值得打一打的音游? - 知乎
7、EZ2ON REBOOT : R,steam平台新晋硬核音游,现已开始EA。这游戏说是DJMAX的爹地一点也不过分,原本在amuseworld干活的那帮老人被KONMAI搞了之后才成立的Pentavition,才 …
有什么在线玩游戏的网站? - 知乎
ZType – Typing Game - Type to Shoot 地址: https://zty.pe 一个战机游戏模式的 打字练习网站 ,每艘“敌舰”都是一个字母串,输入对应字母进行射击,打起来很有感觉。
如何解决提示:需要新应用打开此ms-gamingoverlay? - 知乎
这个问题是你卸载了Xbox导致的。最简单的解决方式,就是弹出窗口的时候,直接点击窗口中的“在 Microsoft Store 中查找应用”,然后把查找到的Xbox Game Bar这个应用安装一下,完美解 …
和外国人打网游要知道哪些游戏术语? - 知乎
Oct 14, 2013 · gg wp——good game well play,国际惯例末一句——玩得漂亮. noob——表示菜鸟,群嘲极易引起对骂,尤其星际这种内置语音的,可怜的耳朵。。。 afk——away from keyboard,相当 …
乙女向游戏(Otome game) - 知乎
Sep 18, 2003 · 乙女向游戏(Otome game, 乙女ゲーム)是专门针对女性玩家开发的一类游戏,属于女性向游戏中的其中一种,以女性为主人公(玩家)、男性为可攻略角色(可攻略男性&2)的BG …
显卡自带的录屏功能怎么使用? - 知乎
Aug 29, 2023 · 知乎,中文互联网高质量的问答社区和创作者聚集的原创内容平台,于 2011 年 1 月正式上线,以「让人们更好的分享知识、经验和见解,找到自己的解答」为品牌使命。知乎凭借认真、专 …
加入和开通XGP会员教程 - 知乎
Oct 23, 2023 · 目前微软XGP做活动,新用户开通XGP三个月只用8元,然后就可以玩到steam最新发售和即将发售的售价几百块钱的3A大作。
integrating ogre 3d into a game engie - Ogre Forums
Oct 12, 2012 · i know there are many game engines out there i like them (especially unity) idk i have this temptation of making a game engines mostly for educational purposes (i think so) , i think i …
ideal game texture sizes - Ogre Forums
Oct 10, 2009 · Still, game screen resolutions have changed from 800x600 to 1600x1280 (on a modern high-end gaming machine) over recent memory, and likely this trend will continue. Also, …
为什么双人成行这个游戏有两个,一个要钱,一个不要钱? - 知乎
知乎,中文互联网高质量的问答社区和创作者聚集的原创内容平台,于 2011 年 1 月正式上线,以「让人们更好的分享知识、经验和见解,找到自己的解答」为品牌使命。知乎凭借认真、专业、友善的社区 …
PC端有什么值得打一打的音游? - 知乎
7、EZ2ON REBOOT : R,steam平台新晋硬核音游,现已开始EA。这游戏说是DJMAX的爹地一点也不过分,原本在amuseworld干活的那帮老人被KONMAI搞了之后才成立的Pentavition,才有了最早 …
有什么在线玩游戏的网站? - 知乎
ZType – Typing Game - Type to Shoot 地址: https://zty.pe 一个战机游戏模式的 打字练习网站 ,每艘“敌舰”都是一个字母串,输入对应字母进行射击,打起来很有感觉。
如何解决提示:需要新应用打开此ms-gamingoverlay? - 知乎
这个问题是你卸载了Xbox导致的。最简单的解决方式,就是弹出窗口的时候,直接点击窗口中的“在 Microsoft Store 中查找应用”,然后把查找到的Xbox Game Bar这个应用安装一下,完美解决。