Welcome to the eighth volume of the must-have reference series for developers, ' Programming Gems,' the series that helped define the standards for programming and continues to be an essential source for new, innovative techniques. ' Programming Gems 8' provides the tools and inspiration that developers need to excel. Featuring cutting-edge, ready-to-use techniques contributed by industry veterans and experts, this new collection is a key resource for inspiration, insight, and a plethora of time-saving, ready-to-use methods for the developer's tool box! Gems 8 answers the needs of passionate developers, eager newcomers, voracious production requirements, and the demand for innovating and entertaining gameplay. Covering all the key development areas including General Programming, Mathematics, Graphics,, Physics, Networking/Multiplayer, and, each section is edited by an expert in the field to ensure that the ideas are original, accurate, and useful.
Download Ebook: game programming gems 2 in PDF. Accompanying CD-ROM includes all of the source code. The second volume in the popular Game Engine Gems. Game Engine Gems, Volume 2. Updated Source Code. Purchase at Amazon.com. Graphics and Game Gems Database is a catalog of over one thousand articles written by hundreds of authors for the Game Engine Gems, Game Programming Gems, GPU Gems, GPU Pro, OpenGL Insights.
In this edition, there is even a special segment on General Purpose Programming on GPUs for Game Developers. Dig into this new volume of useful, practical ideas and techniques and get ready to make games that are more inventive, entertaining, and satisfying!
Table of Contents Section 1 Graphics Section 2 Physics and Section 3 Section 4 General Programming Section 5 Networking and Multiplayer Section 6 Audio Section 7 General Purpose on GPUs.
LOOKING FOR YOUNG(13-15 YEARS) DEVELOPERS WHO WOULD LIKE TO HELP WITH MY PROJECT I am a young developers looking for people like me who would like to help with my project. The project is a 3d paranormal sci-fi game with a robot as the main character and he is on a quest to save his owners and there are lots of adventures which he would go through to finally beat the bad guy.Please if you could help me on this game I would really appreciate it. You can contact me at discord by searching in dreadedhippy and sending me a friend request. I would gladly accept it.
Hey All we are making a Quake like multiplayer shooter, the game will be team and FFA based. While i do have a story for the game what im focused on at the moment is getting a prototype Done. The game will be developed in unity. We will require both back end and front developers! Programming Requirements: Must Know C# And Know How To Set Up Networking, (Photon, UNET etc etc) Be Able To Work With 3D Modellers And Others Be Dedicated To The Project (In other words dont just stop doing progress and keep in touch if you cant do any at that time) If Any Other People Want To Join (Except Composers) Please Email [email protected] • • • •. If you haven’t peeked into the Corona Marketplace recently, it now offers dozens of plugins and assets, from art packs to audio tracks to useful utility plugins. Periodically, we will highlight a few exciting products which can help you develop your dream app using Corona.
High Climb 2018 – Cool Corona Template High Climb 2018 is a challenging tap-to-play template for Corona. You swing your gorilla back and forth as you climb the rock wall picking up goodies along the way.
Check it out! TVShader TVShader is a shader from Dave Bollinger for Corona SDK that implements old-school retro-style full-screen CRT effects. The shader supports many different settings to give you a variety of different effects. WebSockets The WebSockets plugin from Develephant provides a WebSocket client for your Corona projects with a simple-to-use API. Supports both secure and standard connections using the RFC6455 WebSocket protocol. View the full article • •. There is good reason to have deinterleaved vertex buffers (so multiple vertex buffers on multiple input slots).
Let's say that you have two render passes for a mesh, one is using a simple shader that only uses the positions, while the other render pass wants position, texcoord, normal. If you have separate vertex buffers, then you can bind only the positions vertex buffer to the simple render pass, and achieve better performance because more vertices will fit into cache.