Skip to content

Game Programming Gems 6

Best in textbook rentals since 2012!

ISBN-10: 1584504501

ISBN-13: 9781584504504

Edition: 2006

Authors: Mike Dickheiser

List price: $69.95
Shipping box This item qualifies for FREE shipping.
Blue ribbon 30 day, 100% satisfaction guarantee!
what's this?
Rush Rewards U
Members Receive:
Carrot Coin icon
XP icon
You have reached 400 XP and carrot coins. That is the daily max!

Welcome to the sixth volume of the Game Programming Gems series. With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized. This makes it important to have cutting-edge, ready-to-use material in your specialization, as well as resources that you can call upon if you need to work outside your area of expertise. Volume 6 has been explicitly designed with your current challenges in mind. With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. All of these capabilities require robust teams and longer schedules, so to help ensure that your…    
Customers also bought

Book details

List price: $69.95
Copyright year: 2006
Publisher: Charles River Media
Publication date: 3/7/2006
Binding: Mixed Media
Pages: 695
Size: 7.48" wide x 9.17" long x 1.77" tall
Weight: 3.278
Language: English

Michael Dickheiser (Raleigh, NC) is a Software Engineer with over nine years experience in team-oriented projects within the computer game industry. He has been involved in all stages of development from conceptual design, technical design and documentation, to implementation, debugging, and formal testing.Dickheiser was most recently a Senior Engineer at Red Storm Entertainment and he is now Senior Computer Scientist at Applied Research Associates.

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