Game Programming Gems 6 Book/CD Package
Fler böcker inom
Format
Mixed media product
Språk
Engelska
Antal sidor
692
Utgivningsdatum
2006-04-01
Upplaga
illustrated ed
Förlag
CHARLES RIVER MEDIA
Illustrationer
illustrations
Dimensioner
242 x 190 x 52 mm
Vikt
1380 g
Antal komponenter
2
Komponenter
Paperback (1), CD-ROM (1)
ISBN
9781584504504

Game Programming Gems 6 Book/CD Package

Mixed media product,  Engelska, 2006-04-01

Slutsåld

Welcome to the sixth volume of the Game Programming Gems series. With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized. This makes it important to have cutting-edge, ready-to-use material in your specialization, as well as resources that you can call upon if you need to work outside your area of expertise. Volume 6 has been explicitly designed with your current challenges in mind.
With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. All of these capabilities require robust teams and longer schedules, so to help ensure that your games are still delivered on time and on budget, you?ll find 50 all new articles written by experts in game technology from many different backgrounds and over twenty countries. This volume also includes a brand new section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop.
So, whether you're a new game programmer starting out on this exciting path, a grizzled, industry veteran, or a most welcome visitor, we hope that you will find inspiration, insight, and at least one or two true gems to use in your world!
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Kundrecensioner

Recensioner i media

Foreword Preface About the Cover Image Contributor Bios SECTION 1 GENERAL PROGRAMMING Introduction 1.1 Lock-Free Algorithms 1.2 Utilizing Multicore Processors with OpenMP 1.3 Computer Vision in Games Using the OpenCV Library 1.4 Geographic Grid Registration of Game Objects 1.5 BSP Techniques 1.6 Closest-String Matching Algorithm 1.7 Using CppUnit To Implement Unit Testing 1.8 Fingerprinting Pre-Release Builds To Deter and Detect Piracy 1.9 Faster File Loading with Access-Based File Reordering 1.10 Stay in the Game: Asset Hotloading for Fast Iteration SECTION 2 MATHEMATICS AND PHYSICS Introduction 2.1 Floating-Point Tricks 2.2 GPU Computation in Projective Space Using Homogeneous Coordinates 2.3 Solving Systems of Linear Equations Using the Cross Product 2.4 Efficient Sequence Indexing for Game Development 2.5 Exact Buoyancy for Polyhedra 2.6 Real-Time Particle-Based Fluid Simulation with Rigid Body Interaction SECTION 3 ARTIFICIAL INTELLIGENCE Introduction 3.1 Applying Model-Based Decision-Making Methods to Games: Applying the Locust AI Engine to Quake III 3.2 Achieving Coordination with Autonomous NPCs 3.3 Behavior-Based Robotic Architectures for Games 3.4 Constructing a Goal-Oriented Robot for Unreal Tournament Using Fuzzy Sensors, Finite-State Machines, and Behavior Networks 3.5 A Goal-Oriented Unreal Bot: Building a Game Agent with Goal-Oriented Behavior and Simple Personality Using Extended Behavior Networks 3.6 Short-Term Memory Modeling Using a Support Vector Machine 3.7 Using the Quantified Judgment Model for Engagement Analysis 3.8 Designing a Multilayer, Pluggable AI Engine 3.9 A Fuzzy-Control Approach to Managing Scene Complexity SECTION 4 SCRIPTING AND DATA-DRIVEN SYSTEMS Introduction 4.1 Scripting Language Survey 4.2 Binding C/C++ Objects to Lua 4.3 Programming Advanced Control Mechanisms with Lua Coroutines 4.4 Managing High-Level Script Execution Within Multithreaded Environments 4.5 Exposing Actor Properties Using Nonintrusive Proxies 4.6 Game Object Component System SECTION 5 GRAPHICS Introduction 5.1 Synthesis of Realistic Idle Motion for Interactive Characters 5.2 Spatial Partitioning Using an Adaptive Binary Tree 5.3 Enhanced Object Culling with (Almost) Oriented Bounding Boxes 5.4 Skin Splitting for Optimal Rendering 5.5 GPU Terrain Rendering 5.6 Interactive Fluid Dynamics and Rendering on the GPU 5.7 Fast Per-Pixel Lighting with Many Lights 5.8 Rendering Road Signs Sharply 5.9 Practical Sky Rendering for Games 5.10 High Dynamic Range Rendering Using OpenGL Frame Buffer Objects SECTION 6 AUDIO Introduction 6.1 Real-Time Sound Generation from Deformable Meshes 6.2 A Lightweight Generator for Real-Time Sound Effects 6.3 Real-Time Mixing Busses 6.4 Potentially Audible Sets 6.5 A Cheap Doppler Effect 6.6 Faking Real-Time DSP Effects SECTION 7 NETWORK AND MULTIPLAYER Introduction 7.1 Dynamically Adaptive Streaming of 3D Data for Animated Characters 7.2 Complex Systems Based High-Level Architecture for Massively Multiplayer Games 7.3 Generating Globally Unique Identifiers for Game Objects 7.4 Massively Multiplayer Online Prototype Utilizing Second Life for Game Concept Prototyping 7.5 Reliable Peer-to-Peer Gaming Connections Penetrating NAT About the CD-ROM Index

Övrig information

Michael Dickheiser (Raleigh, NC) is a Software Engineer with over nine years experience in team-oriented projects within the computer game industry. He has been involved in all stages of development from conceptual design, technical design and documentation, to implementation, debugging, and formal testing.Dickheiser was most recently a Senior Engineer at Red Storm Entertainment and he is now Senior Computer Scientist at Applied Research Associates.

Innehållsförteckning

Foreword; Preface; About the Cover Image; Contributor Bios; SECTION 1 GENERAL PROGRAMMING; Introduction; 1.1 Game Object Component System; 1.2 Closest-String Matching Algorithm; 1.3 Implementing Lock-Free Algorithms; 1.4 Computer Vision in Games using the OpenCV library; 1.5 Using CPPUnit to implement unit testing; 1.6 Visualizing Performance Data; 1.7 Faster Loading with Access-Based File Reordering; 1.8 Stay in the Game: Asset Hotloading for Fast Iteration; 1.9 Geographic Grid Registration of Game Objects; 1.10 Real-Time Continuous Profiling; 1.11 Fingerprinting Prerelease Builds to Deter and Detect Piracy; 1.12 The Dynamic Actor Layer; SECTION 2 MATHEMATICS AND PHYSICS; Introduction ; 2.1 Efficient Sequence Indexing ; 2.2 How to do floating point faster than hardware.; 2.3 Solving linear systems by using the cross product; 2.4 Real-Time Particle-Based Fluid Simulation; 2.5 Exact Buoyancy for Polyhedra; SECTION 3 ARTIFICIAL INTELLIGENCE; Introduction; 3.1 Designing a Multi-layer Pluggable AI Engine Framework; 3.2 Smart Scene Load Management using Fuzzy Logic; 3.3 Achieving coordination with autonomous NPC's; 3.4 Using a Quantified Judgment Model for Engagement Analysis; 3.5 Short-term memory using support vector machine (SVM); 3.6 Applying Model-Based Decision-Making Methods to Games; 3.7 Constructing a Goal-Oriented Robot for UnrealTournament Using Fuzzy Sensors, Finite-state Behaviors and Behavior Networks; SECTION 4 SCRIPTING SYSTEMS; Introduction; 4.1 A Script language survey; 4.2 Managing High-Level Scripts Execution within ; 4.3 Automatic Function Binding for Game Scripting and Networking; 4.4 Programming advanced control mechanisms with Lua coroutines; 4.5 Binding C/C++ objects to Lua; SECTION 5 GRAPHICS; Introduction; 5.1 Automatic Realistic Idle Motion Synthesis for Interactive Characters"; 5.2 GPU Terrain Rendering; 5.3 Rendering Road Signs Sharply; 5.4 Interactive Fluid Dynamics and Rendering on the GPU; 5.5 Spatial Partitioning using an Adaptive Binary Tree; 5.6 Enhanced Object Culling with (Almost) Oriented Bounding Boxes; 5.7 Fast per-pixel lighted scenes with a high number of lights; 5.8 Efficient Sky Rendering Techniques; 5.9 High Dynamic Range Rendering using OpenGL Frame Buffer Objects; 5.10 Skin Splitting for Optimal Skin Rendering; SECTION 6 AUDIO; Introduction ; 6.1 Real-Time Sound Generation From Deformable Meshes; 6.2 Volume Control Through Chained Busses; 6.3 Faking Real-time DSP Effects; 6.4 A lightweight oscillator for ambient sound generation; 6.5 Cheap Doppler effect; SECTION 7 NETWORKING AND MULTIPLAYER; Introduction; 7.1 Complex High-Level Systems ; 7.2 Reliable Peer-to-Peer Gaming Connection Penetrating Firewall and NAT; 7.3 Massively Multiplayer Online Prototype (MMOP): Utilizing Second Life for Game Concept Prototyping; 7.4 Dynamically Adaptive Streaming of 3D Data for Animated Characters; 7.5 Generating globally unique identifiers for game objects; About the CD-ROM; Index