Foundations of Game Engine Development, Volume 2: Rendering,Used
Foundations of Game Engine Development, Volume 2: Rendering,Used

Foundations of Game Engine Development, Volume 2: Rendering,Used

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This second volume in the Foundations of Game Engine Development series explores the vast subject of realtime rendering in modern game engines. The book provides a detailed introduction to color science, world structure, projections, shaders, lighting, shadows, fog, and visibility methods. This is followed by extensive discussions of a variety of advanced rendering techniques that include volumetric effects, atmospheric shadowing, ambient occlusion, motion blur, and isosurface extraction. Emphasis is placed on practical implementation, and code is included.

⚠️ WARNING (California Proposition 65):

This product may contain chemicals known to the State of California to cause cancer, birth defects, or other reproductive harm.

For more information, please visit www.P65Warnings.ca.gov.

  • Q: What topics are covered in Foundations of Game Engine Development, Volume 2? A: This book covers a variety of topics related to real-time rendering in modern game engines, including color science, world structure, projections, shaders, lighting, shadows, fog, and visibility methods, along with advanced techniques like volumetric effects and ambient occlusion.
  • Q: Who is the author of this book? A: The author of Foundations of Game Engine Development, Volume 2 is Eric Lengyel.
  • Q: What is the page count of this book? A: The book contains a total of 412 pages.
  • Q: What is the binding type of this book? A: Foundations of Game Engine Development, Volume 2 is available in paperback binding.
  • Q: When was this book published? A: The book was published on July 26, 2019.
  • Q: Is this book suitable for beginners in game development? A: While the book provides a detailed introduction to rendering, it may be more suitable for those with some foundational knowledge in game development due to its in-depth exploration of advanced techniques.
  • Q: Are there practical implementations included in the book? A: Yes, the book emphasizes practical implementation and includes code examples to help readers apply the concepts discussed.
  • Q: What is the main focus of this volume in the series? A: The main focus of this volume is on real-time rendering techniques and their applications in modern game engines.
  • Q: Does this book include discussions on lighting techniques? A: Yes, the book includes extensive discussions on various lighting techniques, including shadows and fog.
  • Q: Can this book be used as a reference for advanced rendering techniques? A: Yes, this book serves as a comprehensive reference for advanced rendering techniques, making it useful for both students and professionals in the field.

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