Download Game Engine Gems 2 PDF

ISBN-10: 1439869774

ISBN-13: 9781439869772

This publication, the second volume within the renowned Game Engine Gems sequence, includes brief articles that target a specific procedure, describe a shrewdpermanent trick, or provide functional recommendation in the topic of online game engine improvement.

The 31 chapters hide 3 huge different types pics and rendering, video game engine layout, and structures programming. expert online game builders, scholars of online game improvement and laptop technological know-how, and a person attracted to studying how the professionals take on particular difficulties that come up in the course of online game engine improvement will locate valuable gemstones during this collection.

Supplementary fabrics, together with demos, resource code, examples, requirements, and extra are available at www.gameenginegems.net

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Game Engine Gems 2

This booklet, the second one quantity within the well known video game Engine gem stones sequence, includes brief articles that target a specific procedure, describe a smart trick, or provide functional recommendation in the topic of online game engine improvement.

The 31 chapters disguise 3 huge different types pix and rendering, video game engine layout, and platforms programming. specialist online game builders, scholars of online game improvement and desktop technology, and someone drawn to studying how the professionals take on particular difficulties that come up in the course of online game engine improvement will locate necessary gem stones during this collection.

Supplementary fabrics, together with demos, resource code, examples, requisites, and extra are available at www. gameenginegems. web

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5. Adding fractal noise to your clouds. 39 40 2. Modeling, Lighting, and Rendering Techniques for Volumetric Clouds Unfortunately, adding high-frequency noise to the cloud impacts performance. We restrict ourselves to two octaves of noise because filtered 3D texture lookups are expensive, and high frequency noise requires us to increase our sampling rate to at least double the noise frequency to avoid artifacts. This may be mitigated by fading out the higher octaves of noise with distance from the camera and adaptively sampling the volume such that only the closer samples are performed more frequently.

Kajiya and Herzen 1984] James T. Kajiya and Brian P. Von Herzen. ” Computer Graphics 18:3 (July 1984), ACM, pp. 165–174. [Kane 2010] Frank Kane. ” Game Engine Gems 1, edited by Eric Lengyel. Sudbury, MA: Jones and Bartlett, 2010. [Nagel and Raschke 1992] K. Nagel and E. Raschke. ” Physica A 182:4 (April 1992), pp. 519–531. [Nyquist 1928] Harry Nyquist. ” AIEE Transactions 47 (April 1928), pp. 617–644. [Perlin 1985] Ken Perlin. ” Computer Graphics (Proceedings of Siggraph 85) 19:3, ACM, pp. 287–296.

Within each cloud’s bounding ellipsoid, the phase and vapor probabilities approach zero toward the edges and the extinction probability approaches zero toward the center. Simply multiply the extinction probability by x2 y2 z2   , a2 b2 c2 where  x, y , z  is the position of the cell relative to the ellipsoid center, and 26 2. Modeling, Lighting, and Rendering Techniques for Volumetric Clouds  a, b, c  are the semiaxis lengths of the ellipsoid. Subtract this expression from one to modulate the phase and vapor probabilities with distance from the ellipsoid center.

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Game Engine Gems 2


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