Game Programming Gems 4 (Game Programming Gems Series) (v. 4) by Andrew Kirmse |
Game Programming Gems 3 (Game Programming Gems Series) (v. 3) by Dante Treglia |
Game Programming Gems 2 (Game Programming Gems Series) (Vol 2) by Mark DeLoura |
by Scott Jacobs
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by Mark DeLoura
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SECTION HIGHLIGHTS: * GENERAL PROGRAMMING: parsing text data in games, using templates for reflection in C++, a generic pager, CSG construction using BSP trees, building Lua into games * MATHEMATICS: geometric algebra for computer graphics, minimal acceleration hermite curves, minimal numerical approximation, oblique view frustums for mirrors and portals * ARTIFICIAL INTELLIGENCE: fast target ranking using an AI potential field, parallel AI development with PVM, beyond A*, Dynamic A star, cover finding with navigation meshes * PHYSICS: aerodynamics for game physics, realistic cloth animation using the mass-spring model, pressurized soft-body model, realistic camera movement in a 3D car simulator * GRAPHICS: dimensional impostors for realistic trees and forests, gridless controllable fire, explosion effects using billboard particles, gemstone rendering, procedural level generation * NETWORK & MULTIPLAYER: keeping an MMOG online & persistent, seamless world server, a vulgarity filtering system, remote procedure call system, safe random number systems * AUDIO: multithreaded audio techniques, sound management by group, using 3D surfaces as audio emitters, reverb based on feedback delay networks, single-speaker speech recognition
ON THE CD-ROM: The CD-ROM is packed with source code and listings from the book and demos to compliment the articles. Windows demos were compiled using Microsoft Visual C++® 6.0 (.dsw files) or Microsoft Visual C++ 7.0 (.sln files). OpenGL® utility Toolkit (GLUT v3.7.6), Suns J2SE, and Microsoft DirectX® 9 SDK are also included.
SYSTEM REQUIREMENTS Windows®: Intel® Pentium ® series, AMD Athlon or newer processor, Windows® XP (64MB RAM) or Windows® 2000 (128MB RAM) or later required. 3D graphics card required for some sample applications and DirectX® 9 and GLUT 3.7 or newer required. Linux systems require the Linux kernel 2.4.x or later, XFree86 4.0, and OpenGL driver, glibc 2.1 or newer. Mesa can be used in place of 3D hardware support. Videos require the DivX codec.
About the Author
Kim Pallister is the technical marketing manager and processor evangelist with Intel's Software and Solutions Group. He is currently focused on real-time 3D graphics technologies and game development. He has contributed many articles to the gems series and was the General Programming section editor for volume 3. Mark Deloura is the founding editor of the series, and the manager of developer relations for Sony Computer Entertainment America, with a focus on PlayStation and future entertainment products.
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