Multi-Threaded Game Engine Design
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