Résumé
With every new volume, the Game Programming Gems series continues to provide a road map through the vast array of development challenges facing today‚s game programmers. With the wisdom of many industry experts, Gems 5 includes 62 newly unearthed gems that were polished up for your reading pleasure. These gems are filled with practical insights and techniques that will solve your current problems and help inspire future games. You and your team need to develop for today‚s platforms, while preparing for the new technology looming on the horizon and with the tools provided here, you can! So dig into this new collection and put it to work.
ON THE CD
The CD-ROM is packed with source code and listings from the book and demos to compliment the articles. Windows demos were compiled using Microsoft Visual C++® 6.0 (.dsw files) or Microsoft Visual C++ 7.0 (.sln files). OpenGL® utility Toolkit (GLUT v3.7.6), Sun‚s J2SE?, and Microsoft DirectX® 9 SDK are also included.
Section Highlights
- GENERAL PROGRAMMING: parsing text data in games, using templates for reflection in C++, a generic pager, CSG construction using BSP trees, building Lua into games
- MATHEMATICS: geometric algebra for computer graphics, minimal acceleration hermite curves, minimal numerical approximation, oblique view frustums for mirrors and portals
- ARTIFICIAL INTELLIGENCE: fast target ranking using an AI potential field, parallel AI development with PVM, beyond A*, Dynamic A star, cover finding with navigation meshes
- PHYSICS: aerodynamics for game physics, realistic cloth animation using the mass-spring model, pressurized soft-body model, realistic camera movement in a 3D car simulator
- GRAPHICS: dimensional impostors for realistic trees and forests, gridless controllable fire, explosion effects using billboard particles, gemstone rendering, procedural level generation
- NETWORK & MULTIPLAYER: keeping an MMOG online & persistent, seamless world server, a vulgarity filtering system, remote procedure call system, safe random number systems
- AUDIO: multithreaded audio techniques, sound management by group, using 3D surfaces as audio emitters, reverb based on feedback delay networks, single-speaker speech recognition
L'auteur - Kim Pallister
Kim Pallister is a Technical Marketing Manager and Processor Evangelist with Intel's Software and Solutions Group. He is currently focused on realtime 3D graphics technologies and game development. He has contributed many articles to the series and was the Programming section editor in Volume 3.
Sommaire
- Foreword
- Preface
- About the Cover Image
- Contributor Bios
- General Programming
- Mathematics
- Artificial Intelligence
- Physics
- Graphics
- Network And Multiplayer
- Audio
- About the CD-ROM
- Index
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Charles River Media |
Auteur(s) | Kim Pallister |
Parution | 25/04/2005 |
Nb. de pages | 792 |
Format | 19 x 24 |
Couverture | Relié |
Poids | 1589g |
Intérieur | Noir et Blanc |
EAN13 | 9781584503521 |
ISBN13 | 978-1-58450-352-1 |
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