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: Player Input


Fast and Accurate Gesture Recognition for Character Control

Markus W�� (Foolscap Vienna)
AI Game Programming Wisdom 3, 2006.
Abstract: This article describes a simple, yet fast and accurate, way of gesture recognition that we have used in Punch'n'Crunch, a gesture-based fun-boxing game. The presented system is a very interesting way to control characters, but can also be used to recognize letters, numbers, and other arbitrary symbols. Gestures allow a more natural way for triggering a multitude of different commands.

Computer Vision in Games Using the OpenCV Library

Arnau Ramisa (Institut d�Investigaci?en Intellig�ncia Artificial), Enric Vergara (Universitat Polit�cnica de Catalunya), Enric Mart?(Universitat Aut�noma de Barcelona)
Game Programming Gems 6, 2006.

Game Input Recording and Playback

Bruce Dawson (Humongous Entertainment)
Game Programming Gems 2, 2001.

Using Web Cameras in Video Games

Nathan d'Obrenan (Firetoad Software)
Game Programming Gems 2, 2001.

Classic Super Mario 64 Third-Person Control and Animation

Steve Rabin (Nintendo of America)
Game Programming Gems 2, 2001.
Abstract: This article will deal with the basic issues of controlling and animating a character from a third-person perspective. While it seems straightforward enough (just copy Super Mario 64), it's not as trivial as it first appears. There are many small nuggets of wisdom that can often take weeks of trial and error to discover.

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