Game Programming Gems 7 (Game Programming Gems Series) (1 HAR/CDR)

個数:

Game Programming Gems 7 (Game Programming Gems Series) (1 HAR/CDR)

  • 提携先の海外書籍取次会社に在庫がございます。通常9日~2週間で発送いたします。
    重要ご説明事項
    1. 納期遅延や、ご入手不能となる場合が若干ございます。
    2. 複数冊ご注文の場合、分割発送となる場合がございます。
    3. 美品のご指定は承りかねます。
  • ●この商品は国内送料無料です。
  • 製本 Hardcover:ハードカバー版/ページ数 586 p.
  • 言語 ENG,ENG
  • 商品コード 9781584505273
  • DDC分類 794.81526

Full Description


Welcome to the seventh volume of the must-have reference series for game developers, Game Programming Gems, the series that helped define the standards for game programming and continues to be an essential source for new, innovative techniques. "Game Programming Gems 7" provides the tools and inspiration that game developers need to excel. Featuring cutting-edge, ready-to-use techniques contributed by industry veterans and experts, this new collection is a key resource for inspiration, insight, and a plethora of time-saving, ready-to-use methods for the developer's tool box! Gems 7 answers the needs of passionate developers, eager newcomers, voracious production requirements, and the demand for innovating and entertaining gameplay. Covering all the key development areas including math and physics, artificial intelligence, audio, and even scripting and data-driven systems, each section is edited by an expert in the field to ensure that the ideas are original, accurate, and useful.There are gems that contribute directly to a player's experience of the game, including audio production gems and human-game interactions. Does your development team include a DBA?Inside you'll find a gem that suggests ways to integrate your object system with a relational database. Recognizing the need for good solutions for managing ever-increasing team sizes and facilitating efficient internal and external communications, there is a networking gem that applies tools to multiplayer development that are common to many network administrators, but may not yet have widespread use in our industry. Dig into this new volume of useful, practical ideas and techniques and get ready to make games that are more inventive, entertaining, and satisfying!

Table of Contents

Preface                                            ix
About the Cover Image xiii
Acknowledgments xv
Contributor Bios xvii
SECTION 1 GENERAL PROGRAMMING 1 (106)
Introduction 3 (2)
Adam Lake
Efficient Cache Replacement Using the Age 5 (10)
and Cost Metrics
High Performance Heap Allocator 15 (10)
Dimitar Lazarov
Optical Flow for Video Games Played with 25 (10)
Webcams
Arnau Ramisa
Enric Vergara
Enric Marti
Design and Implementation of a 35 (12)
Multi-Platform Threading Engine
Michael Ramsey
For Bees and Gamers: How to Handle 47 (12)
Hexagonal Tiles
Thomas Jahn
Jorn Loviscach
A Sketch-Based Interface to Real-Time 59 (10)
Strategy Games Based on a Cellular Automaton
Carlos A. Dietrich
Luciana P. Nedel
Jodo L. D. Comba
Foot Navigation Technique for First-Person 69 (12)
Shooting Games
Marcus Aurelius C. Farias
Daniela G. Trevisan
Luciana P. Nedel
Deferred Function Call Invocation System 81 (6)
Mark Jawad
Multithread Job and Dependency System 87 (10)
Julien Hamaide
Advanced Debugging Techniques 97 (10)
Martin Fleisz
SECTION 2 MATH AND PHYSICS 107 (98)
Introduction 109 (4)
Graham Rhodes
Random Number Generation 113 (14)
Chris Lomont
Fast Generic Ray Queries for Games 127 (16)
Jacco Bikker
Fast Rigid-Body Collision Detection Using 143 (10)
Farthest Feature Maps
Rahul Sathe
Dillon Sharlet
Using Protective Space to Improve Precision 153 (12)
of Geometric Computations
Krzysztof Kluczek
XenoCollide: Complex Collision Made Simple 165 (14)
Gary Snethen
Efficient Collision Detection Using 179 (12)
Transformation Semantics
Jose Gilvan Rodrigues Maia
Creto Augusto Vidal
Joaquim Bento Cavalcante-Neto
Trigonometric Splines 191 (8)
Tony Barrera
Anders Hast
Ewert Bengtsson
Using Gaussian Randomness to Realistically 199 (6)
Vary Projectile Paths
Steve Rabin
SECTION 3 AI 205 (90)
Introduction 207 (2)
Brian Schwab
Creating Interesting Agents with Behavior 209 (8)
Cloning
John Harger
Nathan Fabian
Designing a Realistic and Unified 217 (12)
Agent-Sensing Model
Steve Rabin
Michael Delp
Managing Al Algorithmic Complexity: Generic 229 (20)
Programming Approach
Iskander Umarov
Anatoli Beliaev
All About Attitude: Building Blocks for 249 (16)
Opinion, Reputation, and NPC Personalities
MichaelF. Lynch
Understanding Intelligence in Games Using 265 (16)
Player Traces and Interactive Player Graphs
G. Michael Youngblood
Priyesh N. Dixit
Goal-Oriented Plan Merging 281 (8)
Michael Dawe
Beyond A*: IDA* and Fringe Search 289 (6)
Robert Kirk DeLisle
SECTION 4 AUDIO 295 (54)
Introduction 297 (2)
Alexander Brandon
Audio Signal Processing Using Programmable 299 (6)
Graphics Hardware
Mark France
MultiStream---The Art of Writing a Next-Gen 305 (16)
Audio Engine
Jason Page
Listen Carefully, You Probably Won't Hear 321 (10)
This Again
Stephan Schutze
Real-Time Audio Effects Applied 331 (10)
Ken Noland
Context-Driven, Layered Mixing 341 (8)
Robert Sparks
SECTION 5 GRAPHICS 349 (114)
Introduction 351 (2)
Timothy B. Roden
Advanced Particle Deposition 353 (12)
Jeremy Hayes
Reducing Cumulative Errors in Skeletal 365 (8)
Animations
Bill Budge
An Alternative Model for Shading of Diffuse 373 (8)
Light for Rough Materials
Tony Barrera
Anders Hast
Ewert Bengtsson
High-Performance Subdivision Surfaces 381 (20)
Chris Lomont
Animating Relief Impostors Using Radial 401 (12)
Basis Functions Textures
Vitor Fernando Pamplona
Manuel M. Oliveira
Luciana Porcher Nedel
Clipmapping on SM1.1 and Higher 413 (10)
Ben Garney
An Advanced Decal System 423 (12)
Joris Mans
Dmitry Andreev
Mapping Large Textures for Outdoor Terrain 435 (12)
Rendering
Antonio Seoane
Javier Taibo
Luis Hernandez
Alberto Jaspe
Art-Based Rendering with Graftal Imposters 447 (8)
Joshua A. Doss
Cheap Talk: Dynamic Real-Time Lipsync. 455 (8)
Timothy E. Roden
SECTION 6 NETWORKING AND MULTIPLAYER 463 (36)
Introduction 465 (2)
Diana Stelmack
High-Level Abstraction of Game World 467 (14)
Synchronization
Hyun-jik Baeb
Authentication for Online Games 481 (10)
Jon Watte
Game Network Debugging with Smart Packet 491 (8)
Sniffers
David L. Koenig
SECTION 7 SCRIPTING AND DATA-DRIVEN SYSTEMS 499 (62)
Introduction 501 (2)
Scott Jacobs
Automatic Lua Binding System 503 (14)
Julien Hamaide
Serializing C++ Objects Into a Database 517 (18)
Using Introspection
Joris Mans
Dataports 535 (6)
Martin Linklater
Support Your Local Artist: Adding Shaders 541 (14)
to Your Engine
Curtiss Murphy
Dance with Python's AST 555 (6)
Zou Guangxian
About the CD-ROM 561 (2)
Index 563