Game Engine Gems, Volume 2 — Call for Papers
Game Engine Gems 2 Schedule
| Jun 15, 2010 | Submission period ends. Authors notified of acceptance. |
| Sep 1, 2010 | Final articles due. Editing process begins. |
| Oct 15, 2010 | All editing completed and manuscript finalized. |
| Dec 15, 2010 | Book sent to printer. |
| GDC 2011 | Book released! |
The submission period for the second book in the Game Engine Gems series is now open!
If you would like to submit a proposal, please fill out the form below.
The range of topics for Game Engine Gems is broad and includes virtually anything related to game engine development.
Some particular topics that we want to see include rendering, physics, audio, networking, and artificial intelligence, but you may choose
any topic of importance for game engines. Articles can range in size from short programming tricks to detailed discussions of engine architecture.
SUBMISSION FORM
Your name:
Your email address:
Your job title:
Company or affiliation:
Article abstract:
Please provide a concise description of the topic you would like to write about.
You should outline the specific items you’re going to cover that make your article interesting or unique.
Writing experience:
Please describe your previous writing experience, if any. List specific articles that you have had published.
Eric Lengyel, Series Editor
ISBN-13: 978-0-7637-7888-0
Hardcover · 380 Pages
© 2011
Buy this book at www.jblearning.com
Use discount code GEMS to get 30% off!
Key Features:
- All the articles are written by experienced professional software engineers.
- Covers not only graphics but a wide variety of game engine topics like artificial intelligence and cross-platform engineering.
- Presents previously unpublished techniques related to game engines and real-time virtual simulations.
- Includes a CD-ROM containing all the source code and demos.
Praise for Volume 1:
Game Engine Gems, Volume 1
Jones and Bartlett Publishers is pleased to announce a new series, Game Engine Gems, with Eric Lengyel as series editor.
Game Engine Gems brings dozens of brand new articles from leading software engineering professionals together in a single volume.
Each “gem” in this book presents a previously unpublished technique related to game engines and real-time virtual simulations,
and each one is supported by many years of experience and wisdom possessed by the authors.
TOPICS
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.
TABLE OF CONTENTS AND CONTRIBUTORS
Below is a brief Table of Contents for key subjects in the book.
Click here for a complete Table of Contents with lists of articles.
Part I — Game Engine Design
1. What to Look for When Evaluating Middleware for Integration
Jason Hughes (Founder of Steel Penny Games)
2. The Game Asset Pipeline
Rémi Arnaud (Chief Software Architect at Screampoint International)
3. Volumetric Representation of Virtual Environments
David Williams (Graphics Programmer for Thermite3D)
4. High-Level Pathfinding
Daniel Higgins (Owner of Lunchtime Studios, Inc.)
5. Environment Sound Culling
Simon Franco (The Creative Assembly)
6. A GUI Framework and Presentation Layer
Adrian Hirst (Founder of Weaseltron Entertainment)
7. World’s Best Palettizer
Jason Hughes (Founder of Steel Penny Games)
8. 3D Stereoscopic Rendering: An Overview of Implementation Issues
Anders Hast (Associate Professor at University of Gävle and Visualization Expert at UPPMAX)
9. A Multithreaded 3D Renderer
Sebastien Schertenleib (Principal Engineer at Sony Computer Entertainment Europe)
10. Camera Centric Engine Design for Multithreaded Rendering
Colt McAnlis (Graphics Programmer at Blizzard Entertainment)
11. A GPU Managed Memory Pool
Jeremy Moore (Lead Engine Programmer at Black Rock Studio)
12. Precomputed 3D Velocity Field for Simulating Fluid Dynamics
Khalid Djado (PhD Student and Lecturer at University of Sherbrooke)
Richard Egli (Professor of Computer Sciences at University of Sherbrooke)
13. Mesh Partitioning for Fun and Profit
Jason Hughes (Founder of Steel Penny Games)
14. Moments of Inertia for Common Shapes
Eric Lengyel (Series Editor and Founder of Terathon Software LLC)
Part II — Rendering Techniques
15. Physically-Based Outdoor Scene Lighting
Frank Kane (Founder of Sundog Software, LLC)
16. Rendering Physically-Based Skyboxes
Frank Kane (Founder of Sundog Software, LLC)
17. Motion Blur and the Velocity-Depth-Gradient Buffer
Eric Lengyel (Series Editor and Founder of Terathon Software LLC)
18. Fast Screen-space Ambient Occlusion and Indirect Lighting
László Szirmay-Kalos (Department Head of Control Engineering and Information Technology at Budapest University of Technology and Economics)
Balázs Tóth (Assistant Professor at Budapest University of Technology and Economics)
Tamás Umenhoffer (Assistant Professor at Budapest University of Technology and Economics)
19. Real-Time Character Dismemberment
Aurelio Reis (Programmer at id Software)
20. A Deferred Decal Rendering Technique
Jan Krassnigg (Information Technologies Student at University of Aachen, Germany)
Part III — Programming Methods
21. Multithreaded Object Models
Jon Parise (Senior Software Engineer at Electronic Arts)
22. Holistic Task Parallelism for Common Game Architecture Patterns
Brad Werth (Senior Software Engineer at Intel)
23. Dynamic Code Execution Hierarchies
Martin Linklater (Technical Director at Sony)
24. Key-Value Dictionary
Martin Linklater (Technical Director at Sony)
25. A Basic Scheduler
John Bolton (Software Engineer at Netflix)
26. The Game State Observer Pattern
Ron Barbosa (Chief Software Architect at Revelex Corporation)
27. Fast Trigonometric Operations Using CORDIC Methods
John Bolton (Software Engineer at Netflix)
28. Inter-Process Communication Based on Your Own RPC Subsystem
Kurt Pelzer (Senior Software Engineer at Piranha Bytes)