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Game Programming Gems 8 by Adam Lake

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Chapter . Introduction

Jason Mitchell, Valve

In this edition of the Game Programming Gems series, we explore a wide range of important real-time graphics topics, from lynchpin systems such as font rendering to cutting-edge hardware architectures, such as Larrabee, PlayStation 3, and the DirectX 11 compute shader. Developers in the trenches at top industry studios such as Blizzard, id, Bizarre Creations, Nexon, and Intel’s Advanced Visual Computing group share their insights on optimally exploiting graphics hardware to create high-quality visuals for games.

To kick off this section, Aurelio Reis of id Software compares several methods for accelerating font rendering by exploiting GPU instancing, settling on a constant-buffer-based ...

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