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Advanced Game Programming: A GameDev.net Collection
 
 
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Advanced Game Programming: A GameDev.net Collection [Paperback]

John Hattan (Author)

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Book Description

1598638068 978-1598638066 March 5, 2009 1
Welcome to "Advanced Game Programming: A GameDev.net Collection," the fourth in a series of books published in collaboration with GameDev.net, the online community where game developers worldwide can network and freely exchange information and ideas. Assembled in print for the first time, and comprised of the best advanced programming articles that have appeared on GameDev.net over the past decade, this volume features invaluable information and ideas for anyone looking to build on the foundation of their game programming knowledge. The articles in the book explore the latest and greatest techniques in game programming, as well as traditional concepts that provide the basis for much of the game technology you see today. Truly dedicated to the challenges faced by game programmers, you'll find information, advice, and techniques on optimization, physics and collision detection, scene management, multiplayer gaming, advanced C++ topics, the latest graphics rendering techniques, artificial intelligence, and more. All articles have been updated to comply with the latest technology, and as a bonus, this volume also features exclusive, new content that cannot be found anywhere else. Continuing in their tradition of excellence, "Advanced Game Programming: A GameDev.net Collection" captures the best of GameDev.net and is an invaluable resource in your pursuit of game development success.

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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
receiving multicasts, software cache, soft shadows, rigid body simulation, maximum possible pieces, eps transition, parallax occlusion mapping, splat texture, initial function set, shader resources, alpha buffer, shadow fin, shader stage, dimetric projection, geometry shader, eye vector, const std, edge info, shadow geometry, cloud rendering, vertex shader, endian system, box filtering, shadow mapping, axonometric projections
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Actor Model, Issues of Porting, Application of Genetic Programming, Visual Studio, Implementing the Algorithm, Test Driving Expression Template Programming, Closer Look, Compile-Time Polymorphism, Microsoft Visual, Writing Endian-Independent Code, Car Physics, Putting It Together, Technical Overview, Phase One, Resu Its, Step Over, Phase Two, Components of Vectors, Rendering the Shadowed Scene, Speed Up Recursive Computations, Stepping Through Code, Blurring the Screen Buffer, Quadtrees Figure, Main Rendering Function, Implementing Thompson's Construction
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Front Cover | Table of Contents | First Pages | Index | Back Cover | Surprise Me!
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