This booklet, the second volume within the renowned Game Engine Gems sequence, includes brief articles that target a selected approach, describe a shrewdpermanent trick, or supply functional suggestion in the topic of online game engine improvement.
The 31 chapters conceal 3 huge different types photographs and rendering, video game engine layout, and platforms programming. expert video game builders, scholars of online game improvement and computing device technology, and a person drawn to studying how the professionals take on particular difficulties that come up in the course of video game engine improvement will locate worthwhile gem stones during this collection.
Supplementary fabrics, together with demos, resource code, examples, requirements, and extra are available at www.gameenginegems.net
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Extra info for Game Engine Gems 2
5. For each one of the six test models, we applied the OBB fitting algorithms during the hierarchy construction. These test runs have been done only once for each model and OBB algorithm, with the model kept in its original local coordinate system, due to the longer construction times for whole hierarchies. 4 shows the total surface areas of the resulting hierarchies. Although the RAPID source package also includes a hierarchy builder, we extracted the functions involved in fitting the OBBs and plugged them into our own hierarchy builder since it uses a more elaborate strategy for partitioning primitives that generally creates better hierarchy structures, albeit at a higher computational cost.
We use a minimum cloud size of 500 meters, a maximum of 5000 meters, and an epsilon of 100 meters. 2. The Plank exponential cloud size distribution model. 2 Cloud Lighting Techniques Clouds are not the simple translucent objects you might think they are— somehow, these collections of water droplets and air turn opaque and white and end up brighter than the sky behind them. As light enters a cloud, it is deflected many times by water vapor particles (which are highly reflective) in directions that are not entirely random.
Since a bit of both actually occurs, more sophisticated implementations actually use a double-lobed Henyey-Greenstein function. In this case, two functions are evaluated—one with a positive value of g and one with a negative value, and they are blended together, heavily favoring the positive (forward) scattering component. The ultimate phase function is given by Mie theory, which simulates actual light waves using Maxwell’s equations in three-dimensional space [Bohren and Huffman 1983]. It is dependent on the droplet size distribution within the cloud, and as you can imagine, it is very expensive to calculate.