Multi-Threaded Game Engine Design

Jun 2, 2010

The goal of this book is to teach intermediate game engine development with a focus on threading for performance. Since a game engine is already a very difficult thing to develop and present in a book, that is necessarily a bulk of the book. The first 5 chapters introduce threading libraries with conceptual examples, while the final chapter experiments with threading the engine in various ways with benchmark demos. Since this engine is also being maintained separately from the book, it will continue to evolve and this version represents the latest version (which has been greatly expanded as a result of the book).

Part I: An Introduction to Symmetric Multi-Processing

1: Overview of SMP Technologies

2: Working with Boost Threads

3: Working with OpenMP

4: Working with Posix Threads

5: Working with Windows Threads

Part II: Creating an Engine for SMP Experimentation

6: Engine Startup

7: Vectors and Matrices

8: Rendering the Scene

9: Mesh Loading and Rendering

10: Advanced Lighting Effects

11: Wrapping the Sky in a Box

12: Environmental Concerns: Recycling Terrain Polygons

13: Skeletal Mesh Animation

14: Sprite Animation and Rasterization

15: Rendering to a Texture

16: Entity Management

17. Picking and Collision Detection

Part III: SMP Experiments

18: Threading The Engine

Posted by Jonathan Harbour | Categories: News |

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