R Capsuleshadows 1


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GPU Gems 2


GPU Gems 2

Author: Matt Pharr

language: en

Publisher: Addison-Wesley Professional

Release Date: 2005


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More useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.

Fluid Simulation for Computer Graphics


Fluid Simulation for Computer Graphics

Author: Robert Bridson

language: en

Publisher: CRC Press

Release Date: 2015-09-18


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A practical introduction, the second edition of Fluid Simulation for Computer Graphics shows you how to animate fully three-dimensional incompressible flow. It covers all the aspects of fluid simulation, from the mathematics and algorithms to implementation, while making revisions and updates to reflect changes in the field since the first edition. Highlights of the Second Edition New chapters on level sets and vortex methods Emphasizes hybrid particle–voxel methods, now the industry standard approach Covers the latest algorithms and techniques, including: fluid surface reconstruction from particles; accurate, viscous free surfaces for buckling, coiling, and rotating liquids; and enhanced turbulence for smoke animation Adds new discussions on meshing, particles, and vortex methods The book changes the order of topics as they appeared in the first edition to make more sense when reading the first time through. It also contains several updates by distilling author Robert Bridson’s experience in the visual effects industry to highlight the most important points in fluid simulation. It gives you an understanding of how the components of fluid simulation work as well as the tools for creating your own animations.

Clockwork Game Design


Clockwork Game Design

Author: Keith Burgun

language: en

Publisher: CRC Press

Release Date: 2024-12-24


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By finding and building around a strong core mechanism, we can access new levels of elegance and discover fresh new ideas in our game designs. Clockwork Game Design is a functional and directly applicable theory for game design, particularly focusing on strategic and tactical games, but also more broadly applicable to many kinds of games. It details the Clockwork Game Design pattern, which focuses on building around a fundamental core functionality. You can then use this understanding to build a system of tools that helps a designer refine their rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while also adding elements that support it. The Second Edition is filled with examples and exercises detailing how to put the clockwork game design pattern into use, this book is a helpful tool in the toolbox of game designers. Key Features: A hands-on, practical book that outlines a very specific approach to designing games Develop the mechanics that make your game great, and limit or remove factors that disrupt the core concept Practice designing games through the featured exercises and illustrations