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Game Programming Gems 2 - Volume 2

Game Programming Gems 2 - Volume 2

Mark DeLoura

574 pages, parution le 01/09/2001

Résumé

Blazing through the excitement generated by the first volume, Game Programming Gems II is here with an entirely new set of innovative ideas, techniques, and algorithms. Game developers of all levels will find insightful tips and tools from this unique collection. Written by game programming experts, each contribution provides a hands-on solution to a programming problem, or a creative method for reducing programming time and redundancy. Edited by Mark DeLoura, Editor-In-Chief of Game Developer magazine and a group of top-notch area editors, this collection covers the major topics needed to develop a state-of-the-art game engine and provides all new coverage of audio issues. From animation and artificial intelligence to Z-buffering, lighting calculations, weather effects, curved surfaces, audio tools, multi-player Internet gaming, music and sound effects, all of the major techniques needed to develop a competitive game engine are covered. All of the source code for each algorithm is included and can be used by advanced programmers immediately. For aspiring game programmers, the text for each algorithm explains the algorithm in detail, gives suggestions for beneficial modifications and optimizations, and includes references to related material.

Contents

Mathematics
Algebraic Techniques
Trigonometry and Geometry
Linear Algebra
Matrix and Vector Operations
Advanced Mathematics
Ray/ Polygon/Polyhedra Intersection Algorithms
Handling Large Amounts of Polygonal Data
Triangle Stripification and Fanning Algorithms
Using 2D and 3D Billboards
Lightening
Multi-texturing to Achieve Lighting Effects
Shadow Algorithms
Using Simple Radiosity
Projected Texture Lights
Texturing
Using Texture Matrices
Bump Mapping
Cubic Environment Mapping
Procedural Textural Mapping
Dynamic Polygon Control
Parametric Curves and Surfaces
Subdivision Surfaces
Multi-resolution Meshes
Spatial Partitioning Schemes ,Camera Techniques/ Movement Techniques
Graphic Effects
How to do Lens Flares
Weather Techniques
Sky Domes
Effective Clouds and Fog
Aliasing Effects (Anti-Aliasing
Motion Blur
Depth-of-Field),Teleport Portals
Particle Systems
Animation
Inverse Kinematics
Blending Keyframed Animations
Solid Skinning vs. Hierarchical Skeletons
Using Motion Capture Data
Artificial Intelligence
Finite State Machines
Heuristic Tree Searches
Flocking and Crowding Behavior
Path Planning and the A*Algorithm
Music and Sound Effects
Blending Phrases in Interactive Music
Dynamic Audio Generation
Simulating a 3D Sound-Effect Environment
Using Music Cues to Initiate Game Events
Networked Played
Minimizing Latency in the Network Pipeline
Dead Reckoning Algorithms
Client/Server Design
Encryption Techniques

L'auteur - Mark DeLoura

Mark DeLoura is the software engineering lead at Nintendo of America, Inc. He has also worked independently as a game developer and has written for a number of industry publications including Game Developer magazine.

Caractéristiques techniques

  PAPIER
Éditeur(s) Charles River Media
Auteur(s) Mark DeLoura
Parution 01/09/2001
Nb. de pages 574
Format 19 x 26
Couverture Relié
Poids 1239g
Intérieur Noir et Blanc
EAN13 9781584500544
ISBN13 978-1-58450-054-4

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