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Game Programming Gems
68 Articles, Edited by Mark DeLoura, 2000.


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  • Section 1: General Programming

    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.

    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.

    A Generic Handle-Based Resource Manager

    Scott Bilas
    Game Programming Gems, 2000.

    Resource and Memory Management

    James Boer
    Game Programming Gems, 2000.

    Fast Data Load Trick

    John Olsen
    Game Programming Gems, 2000.

    Frame-Based Memory Allocation

    Steven Ranck
    Game Programming Gems, 2000.

    Simple, Fast Bit Arrays

    Andrew Kirmse
    Game Programming Gems, 2000.

    A Network Protocol for Online Games

    Andrew Kirmse
    Game Programming Gems, 2000.

    Squeezing More Out of Assert

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

    Stats: Real-Time Statistics and In-Game Debugging

    John Olsen
    Game Programming Gems, 2000.

    Real-Time In-Game Profiling

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




    Section 2: Mathematics

    Predictable Random Numbers

    Guy W. Lecky-Thompson
    Game Programming Gems, 2000.

    Interpolation Methods

    John Olsen
    Game Programming Gems, 2000.

    Integrating the Equations of Rigid Body Motion

    Miguel Gomez
    Game Programming Gems, 2000.

    Polynomial Approximations to Trigonometric Functions

    Eddie Edwards
    Game Programming Gems, 2000.

    Implicit Euler Integration for Numerical Stability

    Miguel Gomez
    Game Programming Gems, 2000.

    Wavelets: Theory and Compression

    Loic Le Chevalier
    Game Programming Gems, 2000.

    Interactive Simulation of Water Surfaces

    Miguel Gomez
    Game Programming Gems, 2000.

    Quaternions for Game Programming

    Jan Svarovsky
    Game Programming Gems, 2000.

    Matrix-Quaternion Conversions

    Jason Shankel
    Game Programming Gems, 2000.

    Interpolating Quaternions

    Jason Shankel
    Game Programming Gems, 2000.

    The Shortest Arc Quaternion

    Stan Melax
    Game Programming Gems, 2000.




    Section 3: Artificial Intelligence

    Designing A General Robust AI Engine

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

    A Finite-State Machine Class

    Eric Dybsand (Glacier Edge Technology)
    Game Programming Gems, 2000.
    Abstract: Simple Finite-State Machines are powerful tools used in many computer game AI implementations. This article introduces a generic C++ class that implements a Finite-State Machine that is useful to the novice for learning about Finite-State Machines and as a building block for more complex AI implementations in development projects. The processes of a Finite-State Machine are presented, an example game implementation is offered as an example of Finite-State Machine usage, and source code illustrates how finite-state functionality can be implemented in a generic manner.

    Game Trees

    Jan Svarovsky (Mucky Foot Productions)
    Game Programming Gems, 2000.

    The Basics of A* for Path Planning

    Bryan Stout
    Game Programming Gems, 2000.

    A* Aesthetic Optimizations

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

    A* Speed Optimizations

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

    Simplified 3D Movement and Pathfinding Using Navigation Meshes

    Greg Snook (Mighty Studios)
    Game Programming Gems, 2000.

    Flocking: A Simple Technique for Simulating Group Behavior

    Steven Woodcock (Wyrd Wyrks)
    Game Programming Gems, 2000.

    Fuzzy Logic for Video Games

    Mason McCuskey (Spin Studios)
    Game Programming Gems, 2000.

    A Neural-Net Primer

    Andr?LeMothe (Xtreme Games)
    Game Programming Gems, 2000.




    Section 4: Polygonal Techniques

    Optimizing Vertex Submission for OpenGL

    Herbert Marselas (Ensemble Studios)
    Game Programming Gems, 2000.
    Abstract: There are a number of functions available for submitting and rendering vertices in OpenGL, which range from the simple immediate mode functions to more complicated multiple vertex functions and vendor-specific extensions. However, teh performance can vary greatly depending on the functionality used. This article provides insight into the tradeoffs of various techniques.

    Tweaking a Vertex's Projected Depth Value

    Eric Lengyel (C4 Engine)
    Game Programming Gems, 2000.
    Abstract: The goal is to find a way to offset a polygon's depth in a scene without changing its projected screen coordinates or altering its texture mapping perspective. Most 3D graphcs libraries contain some kind of polygon offset function to help achieve this goal. However, these solutions generally lack fine control and usually incur a per-vertex performance cost. This article presents an alternative method that modifies the projection matrix to achieve the depth offset effect.

    The Vector Camera

    David Paull (Tanzanite Software)
    Game Programming Gems, 2000.
    Abstract: The vector camera is a generalized form of the matrix-based camera found in many traditional graphics engines. Matrices are often difficult to read due to the fact that they typically hold several operations concatenated together. The vector camera uses only simple vectors to describe its orientation to the overall graphics pipeline. This article describes the how to construct a vector camera and how to manipulate it.

    Camera Control Techniques

    Dante Treglia (Nintendo of America)
    Game Programming Gems, 2000.
    Abstract: This article outlines a few basic techniques that can be used to develop the proper camera model for your game. In addition to basics, a scripted camera traveling on various curves (B-Spline, Catmull-Rom spline) is also discussed along with issues such as zooming, dampening, and the use of quaternions.

    A Fast Cylinder-Frustrum Intersection Test

    Eric Lengyel (C4 Engine)
    Game Programming Gems, 2000.
    Abstract: This article presents a quick algorithm for determining whether an arbitrary cylinder potentially intersects the view frustum (and thus whether the object is visible).

    3D Collision Detection

    Kevin Kaiser
    Game Programming Gems, 2000.
    Abstract: This article will help lay the groundwork for building an accurate physics simulation by starting with one of the most crucial parts of a real-time physics engine: 3D collision detection. The two basic algorithms this article covers are: Bounding Sphere Collision Detection and Triangle-to-Triangle Collision Detection.

    Multi-Resolution Maps for Interaction Detection (Collision Detection)

    Jan Svarovsky (Mucky Foot Productions)
    Game Programming Gems, 2000.
    Abstract: This article describes a method for reducing the number of proximity tests that must be performed for games with large numbers of game objects of varying sizes.

    Computing the Distance into a Sector

    Steven Ranck (Midway Home Entertainment)
    Game Programming Gems, 2000.
    Abstract: This article describes a simple and fast algorithm for determining where a point is between the edges of a 2D quad (or sector). The result is a unit floating point number, where 0 indicates that the point lies on the leading edge, and where 1 indicates that the point lies on the opposite edge. The sector may be any four-sided, 2D convex shape.

    Object Occlusion Culling

    Tim Round
    Game Programming Gems, 2000.
    Abstract: This article introduces both frustum culling and occlusion culling, along with example code for a simple occlusion culling algorithm.

    Never Let 'Em See You Pop - Issues in Geometric Level of Detail Selection

    Yossarian King (Electronic Arts Canada)
    Game Programming Gems, 2000.

    Octree Construction

    Dan Ginsburg (ATI Research)
    Game Programming Gems, 2000.

    Loose Octrees

    Thatcher Ulrich (Slingshot Game Technology)
    Game Programming Gems, 2000.

    View-Independent Progressive Meshing

    Jan Svarovsky (Mucky Foot Productions)
    Game Programming Gems, 2000.

    Interpolated 3D Keyframe Animation

    Herbert Marselas (Ensemble Studios)
    Game Programming Gems, 2000.

    A Fast and Simple Skinning Technique

    Torgeir Hagland (Shiny Entertainment)
    Game Programming Gems, 2000.

    Filling in the Gaps-Advanced Animation Using Stitching and Skinning

    Ryan Woodland (Nintendo Technology Development)
    Game Programming Gems, 2000.

    Real-Time Realistic Terrain Generation

    Guy W. Lecky-Thompson
    Game Programming Gems, 2000.

    Fractal Terrain Generation - Fault Formation

    Jason Shankel (Maxis)
    Game Programming Gems, 2000.

    Fractal Terrain Generation - Midpoint Displacement

    Jason Shankel (Maxis)
    Game Programming Gems, 2000.

    Fractal Terrain Generation - Particle Deposition

    Jason Shankel (Maxis)
    Game Programming Gems, 2000.




    Section 5: Pixel Effects

    2D Lens Flare

    Yossarian King (Electronic Arts Canada)
    Game Programming Gems, 2000.
    Abstract: This article shows how to implement an attractive lens flare effect using only a small amount of code and artwork, without needing to know anything about physical optics.

    Using 3D Hardware for 2D Sprite Effects

    Mason McCuskey (Spin Studios)
    Game Programming Gems, 2000.
    Abstract: This article sheds some light on how to use 3D hardware to achieve 2D effects. Specifically, we take a look at how to do alpha blending, sprite scaling, and sprite rotation.

    Motif-Based Static Lighting

    Steven Ranck (Midway Home Entertainment)
    Game Programming Gems, 2000.

    Simulated Real-Time Lighting Using Vertex Color Interpolation

    Jorge Freitas
    Game Programming Gems, 2000.

    Attenuation Maps

    Sim Dietrich (NVIDIA Corporation)
    Game Programming Gems, 2000.

    Advanced Texturing Using Texture Coordinate Generation

    Ryan Woodland (Nintendo Technology Development)
    Game Programming Gems, 2000.

    Hardware Bump Mapping

    Sim Dietrich (NVIDIA Corporation)
    Game Programming Gems, 2000.

    Ground-Plane Shadows

    Yossarian King (Electronic Arts Canada)
    Game Programming Gems, 2000.

    Real-Time Shadows on Complex Objects

    Gabor Nagy (Sony Computer Entertainment America)
    Game Programming Gems, 2000.

    Improving Environment-Mapped Reflection Using Glossy Prefiltering and the Fresnel Term

    Anis Ahmad (University of Waterloo)
    Game Programming Gems, 2000.

    Convincing-Looking Glass for Games

    Gabor Nagy (Sony Computer Entertainment America)
    Game Programming Gems, 2000.

    Refraction Mapping for Liquids in Containers

    Alex Vlachos and Jason L. Mitchell (ATI Research)
    Game Programming Gems, 2000.

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