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Foreword | |
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Preface | |
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About the Cover Image | |
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Contributor Bios | |
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General Programming | |
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Introduction | |
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Lock-Free Algorithms | |
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Utilizing Multicore Processors with OpenMP | |
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Computer Vision in Games Using the OpenCV Library | |
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Geographic Grid Registration of Game Objects | |
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BSP Techniques | |
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Closest-String Matching Algorithm | |
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Using CppUnit To Implement Unit Testing | |
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Fingerprinting Pre-Release Builds To Deter and Detect Piracy | |
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Faster File Loading with Access-Based File Reordering | |
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Stay in the Game: Asset Hotloading for Fast Iteration | |
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Mathematics and Physics | |
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Introduction | |
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Floating-Point Tricks | |
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GPU Computation in Projective Space Using Homogeneous Coordinates | |
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Solving Systems of Linear Equations Using the Cross Product | |
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Sequence Indexing for Game Development | |
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Exact Buoyancy for Polyhedra | |
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Real-Time Particle-Based Fluid Simulation with Rigid Body Interaction | |
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Artificial Intelligence | |
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Introduction | |
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Applying Model-Based Decision-Making Methods to Games: Applying the Locust AI Engine to Quake III | |
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Achieving Coordination with Autonomous NPCs | |
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Behavior-Based Robotic Architectures for Games | |
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Constructing a Goal-Oriented Robot for Unreal Tournament Using Fuzzy Sensors, Finite-State Machines, and Extended Behavior Networks | |
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A Goal-Oriented Unreal Bot: Building a Game Agent with Goal-Oriented Behavior and Simple Personality Using Extended Behavior Networks | |
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Short-Term Memory Modeling Using a Support Vector Machine | |
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Using the Quantified Judgment Model for Engagement Analysis | |
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Designing a Multilayer, Pluggable Al Engine | |
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A Fuzzy-Control Approach to Managing Scene Complexity | |
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Scripting and Data-Driven Systems | |
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Introduction | |
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Scripting Language Survey | |
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Binding C/C++ Objects to Lua | |
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Programming Advanced Control Mechanisms with Lua Coroutines | |
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Managing High-Level Script Execution Within Multithreaded Environments | |
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Exposing Actor Properties Using Nonintrusive Proxies | |
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Game Object Component System | |
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Graphics | |
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Introduction | |
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Synthesis of Realistic Idle Motion for Interactive Characters | |
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Spatial Partitioning Using an Adaptive Binary Tree | |
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Enhanced Object Culling with (Almost) Oriented Bounding Boxes | |
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Skin Splitting for Optimal Rendering | |
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GPU Terrain Rendering | |
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Interactive Fluid Dynamics and Rendering on the GPU | |
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Fast Per-Pixel Lighting with Many Lights | |
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Rendering Road Signs Sharply | |
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Practical Sky Rendering for Games | |
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High Dynamic Range Rendering Using OpenGL Frame Buffer Objects | |
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Audio | |
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Introduction | |
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Real-Time Sound Generation from Deformable Meshes | |
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A Lightweight Generator for Real-Time Sound Effects | |
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Real-Time Mixing Busses | |
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Potentially Audible Sets | |
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A Cheap Doppler Effect | |
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Faking Real-Time DSP Effects | |
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Network and Multiplayer | |
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Introduction | |
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Dynamically Adaptive Streaming of 3D Data for Animated Characters | |
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Complex Systems-Based High-Level Architecture for Massively Multiplayer Games | |
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Generating Globally Unique Identifiers for Game Objects | |
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Massively Multiplayer Online Prototype Utilizing Second Life for Game Concept Prototyping | |
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Reliable Peer-to-Peer Gaming Connections Penetrating NAT | |
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About the CD-ROM | |
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Index | |