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General Programming: Architecture

Using STL and Patterns for Game AI

James Freeman-Hargis (Midway Games)
AI Game Programming Wisdom 3, 2006.
Abstract: Game AI programmers are notorious for reinventing the wheel. But many of the data structures, algorithms and architectures they need have already been done in flexible and reusable ways. This article is intended to serve as a reference for a variety of patterns. While entire volumes have been written to discuss the STL and design patterns in general, this article will provide an introductory overview of the STL and inspect those specific design patterns that have proven the most useful in game AI development. We need to talk about the STL because it provides a series of pre-defined data structures that will not only make life simpler, but which take much of the burden of nuts and bolts implementation away and allow the AI developer to focus on what's really interesting anyway—the AI.

Strategies for Multi-Processor AI

Sergio Garces (Pyro Studios)
AI Game Programming Wisdom 3, 2006.
Abstract: With multi-processor hardware becoming commonplace, it is necessary to develop a new architecture that allows the AI engine to execute in parallel in multiple threads. We describe several approaches that try to minimize dependencies and avoid locking, in order to build an efficient concurrent system, while keeping productivity high and preventing threading bugs.

The Clock: Keeping Your Finger on the Pulse of the Game

Noel Llopis (Day 1 Studios)
Game Programming Gems 4, 2004.

Desiging and Maintaining Large Cross-Platform Libraries

David Etherton (Rockstar San Diego)
Game Programming Gems 4, 2004.

Scheduling Game Events

Michael Harvey, Carl Marshall (Intel Labs)
Game Programming Gems 3, 2002.

An Object-Composition Game Framework

Scott Patterson (Next Generation Entertainment)
Game Programming Gems 3, 2002.

Platform-Independent, Function-Binding Code Generator

Allen Pouratian (Sony Computer Entertainment RTime)
Game Programming Gems 3, 2002.

Programming a Game Design-Compliant Engine Using UML

Thomas Demachy (Titus Interactive Studio)
Game Programming Gems 3, 2002.

Developming Games for a World Market

Aaron Nicholls (Microsoft)
Game Programming Gems 3, 2002.

A Game Entity Factory

Fran�ois Dominic Laram�e
Game Programming Gems 2, 2001.

Linear Programming Model for Windows-based Games

Javier F. Otaegui (Sabarasa Entertainment)
Game Programming Gems 2, 2001.

The Magic of Data-Driven Design

Steve Rabin (Nintendo of America)
Game Programming Gems, 2000.

Object-Oriented Programming and Design Techniques

James Boer
Game Programming Gems, 2000.

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