Résumé
From animation and artificial intelligence to Z-buffering, lighting calculations, weather effects, curved surfaces, mutliple layer Internet gaming, to music and sound effects, all of the major techniques needed to develop a competitive game engine are covered. Game Programming Gems is written in a style accessible to individuals with a range of expertise levels. All of the source code for each algorithm is included and can be used by advanced programmers immediately. For aspiring programmers, there is a detailed tutorial to work through before attempting the code, and suggestions for possible modifications and optimizations are included as well.
Features
- A must-have for every game programmers? library!
- Written by game programming experts and edited by Nintendo?s Mark DeLoura
- Comprehensive coverage of all major techniques used in game development
- CD-ROM is packed with the source code in C & C++, completely portable to Windows and Linux, and all graphics displays use the popular Open GL language
Contents
Section 1 Programming Techniques
- 1.0 The Magic of Data-Driven Design
- 1.1 Object-Oriented Programming and Design Techniques
- 1.2 Fast Math Using Template Metaprogramming
- 1.3 An Automatic Singleton Utility
- 1.4 Using the STL in Game Programming
- 1.5 A Generic Function-Binding Interface
- 1.6 A Generic Handle-Based Resource Manager
- 1.7 Resource and Memory Management
- 1.8 Fast Data Load Trick
- 1.9 Frame-Based Memory Allocation
- 1.10 Simple, Fast Bit Arrays
- 1.11 A Network Protocol for Online Games
- 1.12 Squeezing More Out of Assert
- 1.13 Stats: Real-Time Statistics and In-Game Debugging
- 1.14 Real-Time In-Game Profiling
Section 2 Mathematics
- 2.0 Predictable Random Numbers
- 2.1 Interpolation Methods
- 2.2 Integrating the Equations of Rigid Body Motion
- 2.3 Polynomial Approximations to Trigonometric Functions
- 2.4 Using Implicit Euler Integration for Numerical Stability
- 2.5 Wavelets: Theory and Compression
- 2.6 Interactive Simulation of Water Surfaces
- 2.7 Quaternions for Game Programming
- 2.8 Matrix-Quaternion Conversions
- 2.9 Interpolating Quaternions
- 2.10 The Shortest Arc Quaternion
Section 3 Artificial Intelligence
- 3.0 Designing a General Robust AI Engine
- 3.1 A Finite-State Machine Class
- 3.2 Game Trees
- 3.3 The Basics of A* for Path Planning
- 3.4 A* Aesthetic Optimizations
- 3.5 A* Speed Optimizations
- 3.6 Simplified 3D Movement and Pathfinding Using Navigation Meshes
- 3.7 Flocking: A Simple Technique for Simulating Group Behavior
- 3.8 Fuzzy Logic for Video Games
- 3.9 A Neural-Net Primer
Section 4 Polygonol Techniques
- 4.0 Optimizing Vertex Submissions for OpenGL
- 4.1 Tweaking A Vertex’s Projected Depth Value
- 4.2 The Vector Camera
- 4.3 Camera Control Techniques
- 4.4 A Fast Cylinder-Frustum Intersection Test
- 4.5 3D Collision Detection
- 4.6 Multi-Resolution Maps for Interaction Detection
- 4.7 Computing the Distance into a Sector
- 4.8 Object Occlusion Culling
- 4.9 Never Let ‘Em See You Pop – Issues in Geometric Level of Detail Selection
- 4.10 Octree Construction
- 4.11 Loose Octrees
- 4.12 View-Independent Progressive Meshing
- 4.13 Interpolated 3D Keyframe Animation
- 4.14 A Fast and Simple Skinning Techniques
- 4.15 Filling the Gaps – Advanced Animation Using Stitching and Skinning
- 4.16 Real-Time Realistic Terrain Generation
- 4.17 Fractal Terrain Generation – Fault Formation
- 4.18 Fractal Terrain Generation – Midpoint Displacement
- 4.19 Fractal Terrain Generation – Particle Deposition
Section 5 Pixel Effects
- 5.0 2D Lens Flare
- 5.1 Using 3D Hardware for 2D Sprite Effects
- 5.2 Motif-Based Static Lighting
- 5.3 Simulated Real-Time Lighting Using Vertex Color Interpolation
- 5.4 Attenuation Maps
- 5.5 Advanced Texturing Using Texture Coordinate Generation
- 5.6 Hardware Bump Mapping
- 5.7 Ground-Plane Shadows
- 5.8 Real-Time Shadows on Complex Objects
- 5.9 Improving Environment-Mapped Reflection Using Glossy Prefiltering and the Fresnel Term
- 5.10 Convincing-Looking Glass for Games
- 5.11 Refraction Mapping for Liquids in Containers
Section 6 Appendix
- 6.0 The Matrix Utility Library
- 6.1 The Text Utility Library
- 6.2 About the CD-ROM
INDEX
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 | 01/08/2000 |
Nb. de pages | 614 |
Format | 19 x 24 |
Couverture | Relié |
Poids | 1296g |
Intérieur | Noir et Blanc |
EAN13 | 9781584500490 |
ISBN13 | 978-1-58450-049-0 |
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