This ebook, the second volume within the well known Game Engine Gems sequence, comprises brief articles that concentrate on a selected approach, describe a smart trick, or provide functional recommendation in the topic of video game engine improvement.
The 31 chapters conceal 3 huge different types pictures and rendering, video game engine layout, and structures programming. expert video game builders, scholars of online game improvement and laptop technological know-how, and an individual attracted to studying how the professionals take on particular difficulties that come up in the course of video game engine improvement will locate valuable gemstones during this collection.
Supplementary fabrics, together with demos, resource code, examples, standards, and extra are available at www.gameenginegems.net
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Extra info for Game Engine Gems 2
Perlin noise [Perlin 1985] would also work well for this purpose. 5; the noiseOffset uniform vector is used to animate the noise over time, creating turbulent cloud animation effects. 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.
Rost and Bill Licea-Kane. OpenGL Shading Language, Third Edition. Reading, MA: Addison-Wesley Professional, 2009. [Wang 2004] Niniane Wang. ” Journal of Graphics Tools 9:3 (2004), pp. 21–40. 3 Simulation of Night‐Vision and Infrared Sensors Frank Kane Sundog Software, LLC Many action games simulate infrared (IR) and night-vision goggles (NVG) by simply making the scene monochromatic, swapping out a few textures, and turning up the light sources. We can do better. Rigorous simulations of IR and NVG sensors have been developed for military training and simulation applications, and we can apply their lessons to game engines.
The usual trick of axis-aligned billboards falls apart once the view angle approaches the axis chosen for alignment. Our approach is to use two orthogonal axes against which our billboards are aligned. As the view angle approaches the primary axis (pointing up and down), we blend toward using our alternate (orthogonal) axis instead. To ensure good performance, the billboards composing a cloud must be rendered as a vertex array and not as individual objects. Instancing techniques and/or geometry shaders may be used to render clouds of billboards from a single stream of vertices.
Game Engine Gems 2