Game Programming GEMS 3 (Game Programming Gems Series) (v. 3)
 
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Game Programming GEMS 3 (Game Programming Gems Series) (v. 3) [Hardcover]

Dante Treglia
4.1 out of 5 stars  See all reviews (12 customer reviews)

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Book Description

July 25, 2002 Game Programming Gems Series
The journey continues with this ALL NEW volume in the Game Programming Gems series! As with the first two volumes, a dynamic group of some of the best game programmers in the industry have generously joined together to share their insights and techniques. Their ready-to-use ideas, tips, and solutions, will help save hours of programming time, prevent redundancy, and leave you with more time to add cutting-edge features to your own games. Covering all the key areas of game development, this invaluable resource delves deep into the problems often encountered by programmers, and provides practical, valid solutions. Each section is edited by an expert in the field to ensure that the ideas are original, accurate, and useful for a variety of game development projects. In addition to covering Mathematics, Graphics, General Programming, Audio, and Artificial Intelligence, Game Programming Gems 3 also includes an all new section on Network and Multiplayer games. This is a must-have reference, and series, for every game developer. If you are just getting started, this book offers a true cross-section of the challenges youill face, and provides a variety of additional references to help you find all the resources you need to advance your skills and knowledge. If youire an expert already, youill find new ideas and techniques to help save plenty of valuable programming time.

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Game Programming GEMS 3 (Game Programming Gems Series) (v. 3) + Game Programming Gems 2 (Game Programming Gems (W/CD)) (Vol 2) + Game Programming Gems 4 (Game Programming Gems (W/CD)) (v. 4)
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Editorial Reviews

Review

AI Rectangle Navigation A Highly Efficient Alternative to A* Function Pointer-Based Embedded Finite State Machines Terrain Analysis in an RTS; Character Virtualization A Fast Approach to Navigation Meshes A General Trigger System for AI Entities, Objects, and Quests Optimized Machine Learning Techniques Tactical Pathfinding Using A* Audio Obstruction Using Axes-Aligned Bounding Boxes Compression and Effects Using Linear Predictive Coding Using DSP to Create Dynamic Engine Sounds Creating a Compelling 3D Audio Environment Compressing Audio with Vector Quantization Using the Biquad Resonant Filter General Developing Games for an International Market A Platform Independent Function Binding Interface Autolists: Allowing Trivial Listing of Object Instances Handle-Based Smart Pointers Programming a Game Design-Compliant Engine using UML Graphics A Compiler for Programmable Vertex Shading Hardware Using Textures to Approximate a Mathematic Function Computing Optimized Shadow Volumes for Complex Data Sets Billboard Beams; Subdivision Surfaces for Character Animation Mathematics A Fast Approximation to the Slerp() Function Clipping a Convex Polyhedron Against a Plane A Naming Convention for Transformation Matrices Base-2 Logarithm Utility Functions (C++) Constrained Inverse Kinematics Quaternion Compression Coping with Friction in Dynamical Simulations Network and Multiplayer Games A UDP Monitoring and Simulation Tool (Algorithms for) Player Skill Estimates and Rating Wireless Gaming with J2ME Multiplayer Game Development Using Microsoft DirectPlay 8.1 Real-Time-Strategy Network Protocol Template-Based Object Serialization Reducing Latency in Real-time Strategy Games Large-Scale Multiplayer Servers Secure Sockets A Flexible Simulation Architecture for Mass Multi-Player Games

About the Author

Dante Treglia is the lead software engineer at Nintendo of America's Software Development Support Group where he supports the Nintendo GameCube development community.

Product Details

  • Series: Game Programming Gems Series
  • Hardcover: 663 pages
  • Publisher: Charles River Media; 1 edition (July 25, 2002)
  • Language: English
  • ISBN-10: 1584502339
  • ISBN-13: 978-1584502333
  • Product Dimensions: 1.5 x 7.8 x 9.8 inches
  • Shipping Weight: 2.6 pounds (View shipping rates and policies)
  • Average Customer Review: 4.1 out of 5 stars  See all reviews (12 customer reviews)
  • Amazon Best Sellers Rank: #669,754 in Books (See Top 100 in Books)

Customer Reviews

4.1 out of 5 stars
(12)
4.1 out of 5 stars
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Most Helpful Customer Reviews
19 of 20 people found the following review helpful
5.0 out of 5 stars Normally, I don't write reviews.. August 23, 2002
Format:Hardcover
While normally, I don't write reviews, I HAVE to disagree with a previous review on this.. Someone wrote the matrix calculations were wrong on "Real time UI input in 3D games", and its simply not true. I'm using this gem currently and found it to work wonderfully! I found the book to be good overall, with a few minor publishing errors, but still good and worth the investment.
Like Gems 1 and 2, its a must have for any game programmer shelf... I'm finding more and more modern approaches to problems, vertex shading, etc in the newer gems series.. Gems 1 holds a special place in my heart because of how breakthrough it was, but this, which not as staggering in its signficance, is just as important to the modern game programmer.
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25 of 28 people found the following review helpful
5.0 out of 5 stars Valuable resource for those in the trenches February 16, 2003
Format:Hardcover
For anyone who actually works as a game programming professional, I'd highly recommend this book. Those of you looking for general-purpose interesting programming tidbits, try one of Scott Meyer's books instead, which I'd recommend to ANY C++ programmer, not game programmers.
One thing to note: I've heard claims (regarding this and previous books in the series) that these books are simply pre-existing articles pulled from the web and other sources and packed into a collection to be resold. This is nonsense - every article in the book was submitted by programmers, and was exclusively commissioned and paid for by the publisher for use in this series. You won't find these articles floating around on the net. Moreover, because these articles are commissioned, peer-reviewed, and professional edited, the overall quality is much higher than random articles found on the net.
Overall, this book, and the entire series for that matter, gets my highest recommendation. You're naturally not going to find every article or topic useful or relevant, but if you're actually in the trenches, the likelyhood of finding at least one article that really helps you out is likely high. In my experience, simply finding one really valuable article is worth the price of the book alone.
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21 of 28 people found the following review helpful
5.0 out of 5 stars Qualified opinions? July 5, 2003
By A Customer
Format:Hardcover
I've noticed several scathing reviews from folks who admit in the review that they aren't even game programmers. Am I missing something? How in the world could this book be at all useful or interesting to someone who admittedly has no interest in programming games? Unbelievable.
For anyone specifically interested in actually using this book to develop games, you're going to get your money's worth.
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2 of 2 people found the following review helpful
5.0 out of 5 stars Great Book August 31, 2007
Format:Hardcover
I got his book for my husband, who is a programmer, and this one is his favorite of the series. He refers to it on a regular basis, and he says it has saved him valuable time. The graphics sections are especially usefull. A handy reference book for any programmer.
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2 of 3 people found the following review helpful
3.0 out of 5 stars Excellent for all developers. February 7, 2006
Format:Hardcover
If you are a software developer this series should be somewhat mandatory reading. While the focus is on games much of the material should be common knowledge for software engineers. I did however like all of the book because it really shows that these authors are "in the trenches" so to say. For the seasoned developer it may be somewhat a waste of time but I would be surprised if everyone did not take something away from this book. The low level compiler examples for instance, using Lex and Yacc was pretty interesting but it left me wanting more and I ended up researching it on the Internet.

The first two books seem to pack more for the punch.
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5.0 out of 5 stars so far so good January 3, 2015
Format:Hardcover|Verified Purchase
I am planning to get back into programming and I have heard about these books for a long time, so I decided to get this book. I haven't read the whole thing, but only skimmed through it. I like what I'm seeing so far.
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Game Programming GEMS 3 (Game Programming Gems Series) (v. 3)
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