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Game Programming Gems 3
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Game Programming Gems 3

Game Programming Gems 3

Dante Treglia

700 pages, parution le 07/10/2002

Résumé

The journey continues with this ALL NEW volume in the Game Programming Gems series! As with the first two volumes, a dynamic group of some of the best game programmers in the industry have generously joined together to share their insights and techniques. Their ready-to-use ideas, tips, and solutions, will help save hours of programming time, prevent redundancy, and leave you with more time to add cutting-edge features to your own games.
Covering all the key areas of game development, this invaluable resource delves deep into the problems often encountered by programmers, and provides practical, valid solutions. Each section is edited by an expert in the field to ensure that the ideas are original, accurate, and useful for a variety of game development projects. In addition to covering Mathematics, Graphics, General Programming, Audio, and Artificial Intelligence, Game Programming Gems 3 also includes an all new section on Network and Multiplayer games.
This is a must-have reference, and series, for every game developer. If you are just getting started, this book offers a true cross-section of the challenges you'll face, and provides a variety of additional references to help you find all the resources you need to advance your skills and knowledge. If you're an expert already, you'll find new ideas and techniques to help save plenty of valuable programming time.
ON THE CD-ROM (Windows)
The CD-ROM is packed with portable source code in C & C++. Most of the techniques will work on all platforms, however, there are some techniques which will only work on Windows/ DirectX. Also included are demos of many of the techniques described in the book, the DirectX8.1 SDK, the OpenGL Utility Toolkit (GLUT), the glSetup Monolithic version, and high resolution versions of the color plates.
System Requirements:
To use all of the code in the book, it is recommended that you know the following: C and C++, x86 assembler (if you're a PC engine programmer), and OpenGL and Direct3D (if you're a 3D programmer).

Contents
Al Rectangle Navigation
A Highly Efficient Alternative to A*
Function Pointer-Based Embedded Finite State Machines
Terrain Analysis in an RTS; Character Virtualization
A Fast Approach to Navigation Meshes
A General Trigger System for AI Entities, Objects, and Quests
Optimized Machine Learning Techniques
Tactical Pathfinding Using A*
Audio
Obstruction Using Axes-Aligned Bounding Boxes
Compression and Effects Using Linear Predictive Coding
Using DSP to Create Dynamic Engine Sounds
Creating a Compelling 3D Audio Environment
Compressing Audio with Vector Quantization
Using the Biquad Resonant Filter
General
Developing Games for an International Market
A Platform Independent Function Binding Interface
Autolists: Allowing Trivial Listing of Object Instances
Handle-Based Smart Pointers
Programming a Game Design-Compliant Engine using
UML
Graphics
A Compiler for Programmable Vertex Shading Hardware
Using Textures to Approximate a Mathematic Function
Computing Optimized Shadow Volumes for Complex Data Sets
Billboard Beams; Subdivision Surfaces for Character Animation Mathematics
A Fast Approximation to the Slerp() Function
Clipping a Convex Polyhedron Against a Plane
A Naming Convention for Transformation Matrices
Base-2 Logarithm Utility Functions (C++)
Constrained Inverse Kinematics
Quaternion Compression
Coping with Friction in Dynamical Simulations
Network and Multiplayer Games
A UDP Monitoring and Simulation Tool
(Algorithms for) Player Skill Estimates and Rating
Wireless Gaming with J2ME
Multiplayer Game Development Using Microsoft DirectPlay 8.1
Real-Time-Strategy Network Protocol
Template-Based Object Serialization
Reducing Latency in Real-time Strategy Games
Large-Scale Multiplayer Servers
Secure Sockets
A Flexible Simulation Architecture for Mass Multi-Player Games

L'auteur - Dante Treglia

EDITORS' BIOGRAPHY:
Dante Treglia is the lead software engineer at Nintendo of America's Software Development Support Group where he supports the Nintendo GameCube development community. Mark DeLoura, founding editor of the series, is the manager of developer relations for Sony Computer Entertainment America, focusing on the PlayStation 2 and future entertainment products.

Caractéristiques techniques

  PAPIER
Éditeur(s) Charles River Media
Auteur(s) Dante Treglia
Parution 07/10/2002
Nb. de pages 700
Format 19 x 24
Couverture Broché
Poids 1430g
Intérieur Noir et Blanc
EAN13 9781584502333
ISBN13 978-1-58450-233-3

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