Ebook Info
- Published: 2010
- Number of pages: 364 pages
- Format: PDF
- File Size: 4.54 MB
- Authors: Eric Lengyel
Description
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 Each “gem” presents a previously unpublished technique related to game engines and real-time virtual simulations.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.
User’s Reviews
Reviews from Amazon users which were colected at the time this book was published on the website:
⭐Game Engine Gems 1 By Eric Lengyel is a book I discovered on Amazon, but really hadn’t heard of or seen talked about anywhere else. I do recognize the editor, Eric Lengyel, as the creator of the C4 Engine and author of the classic textbook Mathematics for 3D Game Programming and Computer Graphics. So I was going in with high hopes. The book is a compilation of various short chapters focusing on a specific topic pertinent to game engine development. The contributors all appeared to be seasoned game developers from the likes of EA, Codemasters, NaughtyDog, and so forth. Really a great pool of talent and lots of interesting tidbits lay on these pages (or on the screen, rather, since I read it on my Kindle Fire tablet).Some of the 28 different topics covered include: evaluating middleware, the game asset pipeline, volumetric rendering, path-finding, sound culling, stereoscopic 3d, multi-threading, memory pools, fluid dynamics, physically-based rendering, screen-space ambient occlusion, and some various odds and ends. Just looking at the list of topics you would think the work would be a 1,000 page tome. Unfortunately (or not, depending on your preference), the book is only around 350 pages. That did make for a quick light read, and I finished the whole thing within a few days. On the other hand, I felt like some of the topics were too brief and could have used more detail. In particular, the chapter on stereoscopic 3d was a joke and didn’t even touch upon how to write a stereo renderer. It talks about some different 3d methods used in films (active vs. passive 3d, etc.), which is interesting, but has nothing to do with game development. Seeing as that was one of the main reasons I picked up the book, I couldn’t help but feel slightly cheated. To be fair, many of the chapters are done well and did add to my knowledge of game engine development.Most useful, I felt, were the chapters on multi-threading (there were a few) since this is a field I am pretty weak in. I also very much liked the chapter on sound culling, as it presents a pretty complete implementation and is something I never even considered but seems like a great optimization. One thing to keep in mind, is that this is not a cookbook. There is code in many chapters (well usually pseudo-code) but rarely is there anything you can expect to straight cut and paste. The way the book is organized, its more like general concepts and algorithms, in a manner to give you enough information to do your own research or implementation. I realize some people just want drop in solutions, and they probably won’t find that here. But if you are intelligent enough, you can take a concept and run with it. It’s up to you.To be clear: Game Engine Gems won’t give you all you need to know to create a game engine. Far from it. It really doesn’t discuss a lot of basic things (like DirectX or OpenGL, which are barely touched upon) but chooses to highlight some specific narrow topics. I think it’s a great complement to more technical books you might find on game engine architecture or graphics programming in general. For sure, it is a worthy addition to my growing game development library. I’m also very much looking forward to the second book in the series, and really hope they deliver with the stereoscopic 3d coverage. Another one to recommend.
⭐When one buys a “gem” series book, it is to learn specific, useful techniques for implementing systems and algorithms. The “gems” themselves are the sought-after ideas and theories, formed into concrete examples that can be applied to ones needs.Unfortunately, this book does not live up to its “gems” titling, only serving to dilute that designation with weak content. Many of the chapters read as if they were written by high school students that attended a seminar on “game engine issues” and were forced to write a paper to prove they paid attention. In other words, the chapters will talk about how you would go about doing something and what would be desired in the final product, rather than describing how it is actually done. As such, many of the chapters are extremely short, some as short as 2-3 pages, and have sparse generalization information in them–hardly “gems.”This book should be retitled, and directed towards people who want to read about general issues and ideas in game engines. It’s not a “gem” book by any means, and you’re not going to glean any sophisticated techniques from the authors. I also have to wonder about that “5 star” first review given to this book, whether it was a shill review, because I can’t expect any professional keeping this book on hand, let alone as a reference. I wish I had spent more time looking at the “Look Inside” preview before laying my money down for this mediocre book.
⭐Run of the mill collection of articles. There isn’t anything ground breaking in here. Professional Game Developers should save their money on better books.
⭐Quality articles. I intend to study this to bring my engine design to the next level. I know some of the material is dated, but still good!
⭐usefull information
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