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Game Programming Gems

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ISBN-10: 1584502959

ISBN-13: 9781584502951

Edition: 2004

Authors: Andrew Kirmse

List price: $69.95
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Uncover the secrets of the game industry's best programmers with the newest volume of the Game Programming Gems series With over 60 all new techniques, Game Programming Gems 4 continues to be the definitive resource for developers. Written by expert game developers who make today's amazing games, these articles not only provide quick solutions to cutting-edge problems, but they provide insights that you'll return to again and again. They'll spark your creativity and inspire your own discoveries. For the past few years, the game industry has been on an incredible journey of exploration and innovation. In conjunction with this journey, the scope of the Game Programming Gems series has…    
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Book details

List price: $69.95
Copyright year: 2004
Publisher: Charles River Media
Publication date: 3/3/2004
Binding: Hardcover
Pages: 703
Size: 7.50" wide x 9.50" long x 1.50" tall
Weight: 3.410
Language: English

Foreword
Preface
Acknowledgments
About the Cover Image
Contributor Bios
General Programming
Introduction
The Science of Debugging Games
An HTML-Based Logging and Debugging System
The Clock: Keeping Your Finger on the Pulse of the Game
Designing and Maintaining Large Cross-Platform Libraries
Fight Memory Fragmentation with Templated Freelists
A Generic Tree Container in C++
The Beauty of Weak References and Null Objects
A System for Managing Game Entities
Address-Space Managed Dynamic Arrays for Windows and the Xbox
Critically Damped Ease-In/Ease-Out Smoothing
A Flexible, On-the-Fly Object Manager
Using Custom RTTI Properties to Stream and Edit Objects
Using XML without Sacrificing Speed
Mathematics
Introduction
Zobrist Hash Using the Mersenne Twister
Extracting Frustum and Camera Information
Solving Accuracy Problems in Large World Coordinates
Nonuniform Splines
Using the Covariance Matrix for Better-Fitting Bounding Objects
The Jacobian Transpose Method for Inverse Kinematics
Physics
Introduction
Ten Fingers of Death: Algorithms for Combat Killing
Vehicle Physics Simulation for CPU-Limited Systems
Writing a Verlet-Based Physics Engine
Constraints in Rigid Body Dynamics
Fast Contact Reduction for Dynamics Simulation
Interactive Water Surfaces
Fast Deformations with Multilayered Physics
Modal Analysis for Fast, Stable Deformation
Artificial Intelligence
Introduction
Third-Person Camera Navigation
Narrative Combat: Using Al to Enhance Tension in an Action Game
NPC Decision Making: Dealing with Randomness
An Object-Oriented Utility-Based Decision Architecture
A Distributed-Reasoning Voting Architecture
Attractors and Repulsors
Advanced Wall Building for RTS Games
Artificial Neural Networks on Programmable Graphics Hardware
Graphics
Introduction
Poster Quality Screenshots
GPU Shadow Volume Construction for Nonclosed Meshes
Perspective Shadow Maps
Combined Depth and ID-Based Shadow Buffers
Carving Static Shadows into Geometry
Adjusting Real-Time Lighting for Shadow Volumes and Optimized Meshes
Real-Time Halftoning: Fast and Simple Stylized Shading
Techniques to Apply Team Colors to 3D Models
Fast Sepia Tone Conversion
Dynamic Gamma Using Sampled Scene Luminance
Heat and Haze Post-Processing Effects
Hardware Skinning with Quaternions
Motion Capture Data Compression
Fast Collision Detection for 3D Bones-Based Articulated Characters
Terrain Occlusion Culling with Horizons
Network and Multiplayer
Introduction
General Lobby Design and Development
Thousands of Clients per Server
Efficient MMP Game State Storage
Practical Application of Parallel-State Machines in a Client-Server Environment
Bit Packing: A Network Compression Technique
Time and Consistency Management for Multiserver-Based MMORPGs
Audio
Introduction
A Brief Introduction to OpenAL
A Simple Real-Time Lip-Synching System
Dynamic Variables and Audio Programming
Creating an Audio Scripting System
Implementing an Environmental Audio Solution Using EAX and ZoomFX
Controlling Real-Time Sound Synthesis from Game Physics
About the CD-ROM
Index