Home    General Programming    Artificial Intelligence    Math    Physics    Graphics    Networking    Audio Programming    
Audio/Visual Design    Game Design    Production    Business of Games    Game Studies    Conferences    Schools    Contact   
Architecture
C++ and Languages
Optimizations
Scripting
Resource Management
Data Structures
Memory Management
UI and Menus
Player Input
Level Editors and Tools
Debugging
All Articles
Game Programming Gems
Game Programming Gems 2
Game Programming Gems 3
Game Programming Gems 4
Game Programming Gems 5
Game Programming Gems 6
Game Programming Gems 7
AI Game Programming Wisdom
AI Game Programming Wisdom 2
AI Game Programming Wisdom 3
AI Game Programming Wisdom 4
GPU Gems
GPU Gems 2
GPU Gems 3
ShaderX
ShaderX2
ShaderX3
ShaderX4
ShaderX5
Massively Multiplayer Game Development
Massively Multiplayer Game Development 2
Secrets of the Game Business
Introduction to Game Development
GDC Proceedings
Game Developer Magazine
Gamasutra


General Programming: C++ and Languages


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.

Using Templates for Reflection in C++

Dominic Filion (Artificial Mind & Movement)
Game Programming Gems 5, 2005.

The Beauty of Weak References and Null Objects

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

Finding Redeeming Value in C-Style Macros

Steve Rabin (Nintendo of America)
Game Programming Gems 3, 2002.

Handle-Based Smart Pointers

Brian Hawkins (Seven Studios)
Game Programming Gems 3, 2002.

Custom STL Allocators

Pete Isensee (Microsoft)
Game Programming Gems 3, 2002.

Autolists Design Pattern

Ben Board (Dogfish Entertainment)
Game Programming Gems 3, 2002.

Floating-Point Exception Handling

Soren Hannibal (Shiny Entertainment)
Game Programming Gems 3, 2002.

Optimization for C++ Games

Andrew Kirmse (LucasArts Games)
Game Programming Gems 2, 2001.

Inline Functions Versus Macros

Peter Dalton (Evans & Sutherland)
Game Programming Gems 2, 2001.

Programming with Abstract Interfaces

Noel Llopis (Meyer/Glass Interactive)
Game Programming Gems 2, 2001.

Exporting C++ Classes from DLLs

Herb Marselas (Ensemble Studios)
Game Programming Gems 2, 2001.

Protect Yourself from DLL Hell and Missing OS Functions

Herb Marselas (Ensemble Studios)
Game Programming Gems 2, 2001.

Dynamic Type Information

Scott Wakeling (Virgin Interactive)
Game Programming Gems 2, 2001.

A Property Class for Generic C++ Member Access

Charles Cafrelli
Game Programming Gems 2, 2001.

Adding Deprecation Facilities to C++

Noel Llopis (Meyer/Glass Interactive)
Game Programming Gems 2, 2001.

Stack Winding

Bryon Hapgood (Kodiak Interactive)
Game Programming Gems 2, 2001.

Self-Modifying Code

Byron Hapgood (Kodiak Interactive)
Game Programming Gems 2, 2001.

Object-Oriented Programming and Design Techniques

James Boer
Game Programming Gems, 2000.

Fast Math Using Template Metaprogramming

Pete Isensee
Game Programming Gems, 2000.

An Automatic Singleton Utility

Scott Bilas
Game Programming Gems, 2000.

Using the STL in Game Programming

James Boer
Game Programming Gems, 2000.

A Generic Function-Binding Interface

Scott Bilas
Game Programming Gems, 2000.

Simple, Fast Bit Arrays

Andrew Kirmse
Game Programming Gems, 2000.

Squeezing More Out of Assert

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

40% off discount
"Latest from a must have series"
Game
Programming
Gems 7



"Cutting-edge graphics techniques"
GPU Gems 3


"Newest AI techniques from commercial games"
AI Game
Programming
Wisdom 4




ugg boots clearance canada goose cyber monday moncler outlet
Home