
Multi-Threaded Game Engine Design
Author(s): Jonathan S. Harbour (Author)
- Publisher: Cengage Learning PTR
- Publication Date: August 19, 2010
- Edition: 1st
- Language: English
- Print length: 592 pages
- ISBN-10: 1435454170
- ISBN-13: 9781435454170
Book Description
MULTI-THREADED GAME ENGINE DESIGN 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. Detailed screenshots and well documented source code help readers understand the techniques being presented throughout the book. Multi-threading is one of the hottest game development topics today and this book will show students how to apply advanced, cutting edge techniques to their game programming skill set.
Editorial Reviews
From the Author
Part I: An Introduction to Symmetric Multi-Processing 1: Overview of SMP Technologies
2: Working with Boost Threads
3: Working with OpenMP
4: Working with Posix Threads
5: Working with Windows Threads
Part II: Creating an Engine for SMP Experimentation 6: Engine Startup
7: Vectors and Matrices
8: Rendering the Scene
9: Mesh Loading and Rendering
10: Advanced Lighting Effects
11: Wrapping the Sky in a Box
12: Environmental Concerns: Recycling Terrain Polygons
13: Skeletal Mesh Animation
14: Sprite Animation and Rasterization
15: Rendering to a Texture
16: Entity Management
17. Picking and Collision Detection
Part III: SMP Experiments
18: Threading the Engine
2: Working with Boost Threads
3: Working with OpenMP
4: Working with Posix Threads
5: Working with Windows Threads
Part II: Creating an Engine for SMP Experimentation 6: Engine Startup
7: Vectors and Matrices
8: Rendering the Scene
9: Mesh Loading and Rendering
10: Advanced Lighting Effects
11: Wrapping the Sky in a Box
12: Environmental Concerns: Recycling Terrain Polygons
13: Skeletal Mesh Animation
14: Sprite Animation and Rasterization
15: Rendering to a Texture
16: Entity Management
17. Picking and Collision Detection
Part III: SMP Experiments
18: Threading the Engine
Source code for the projects in this book may be downloaded from these book resource locations:
- courseptr.com/downloads (search by author or book title)
- jharbour.com/forum (must create a free account first)
About the Author
Jon Harbour has been programming video games since the 1980s. His first video game system was an Atari 2600 which he played with disassembled on the floor of his room as a kid. He has written on languages and subjects that include: C++, C#, Basic, Java, DirectX, Allegro, Lua, DarkBasic, XNA Game Studio, Pocket PC, Nintendo GBA, and game console hacking. He is the author of Visual Basic Game Programming for Teens, 3rd Edition; Visual C# Game Programming for Teens; Beginning Game Programming, 3rd Edition; Multi-Threaded Game Engine Design and XNA Game Studio 4.0 for Xbox 360 Developers. Visit his blog and forum at jharbour.com.
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