This book, the second volume in the popular Game Engine Gems series, contains short articles that focus on a particular technique, describe a clever trick, or offer practical advice within the subject of game engine development. The 31 chapters cover three broad categories-graphics and rendering, game engine design, and systems programming. Profess

part |2 pages

Part I Graphics and Rendering

chapter 5|12 pages

Delaying OpenGL Calls

chapter 6|10 pages

A Framework for GLSL Engine Uniforms

chapter 8|16 pages

Implementing a Fast DDOF Solver

chapter 9|16 pages

Automatic Dynamic Stereoscopic 3D

chapter 10|12 pages

Practical Stereo Rendering

chapter 11|16 pages

Making 3D Stereoscopic Games

chapter 13|30 pages

3D in a Web Browser

chapter 14|20 pages

2D Magic

part |2 pages

Part II Game Engine Design

chapter 16|16 pages

Game Tuning Infrastructure

chapter 17|28 pages

Placeholders beyond Static Art Replacement

chapter 19|14 pages

An Egocentric Motion Management System

chapter 20|12 pages

Pointer Patching Assets

part |2 pages

Part III Systems Programming

chapter 24|12 pages

Bit Hacks for Games

chapter 25|12 pages

Introspection for C++ Game Engines

chapter 26|18 pages

A Highly Optimized Portable Memory Manager

chapter 27|10 pages

Simple Remote Heaps

chapter 28|12 pages

A Cache‐Aware Hybrid Sorter

chapter 29|8 pages

Thread Communication Techniques

chapter 30|18 pages

A Cross‐Platform Multithreading Framework

chapter 31|24 pages

Producer‐Consumer Queues

chapter |10 pages

Contributor Biographies