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   
Home
General Programming
Artificial Intelligence
Mathematics
Physics
Graphics
Networking
Audio Programming
Audio/Visual Design
Game Design
Production
Business of Games
Game Studies
Conferences
Schools
Contact
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


Game Programming Gems 3
67 Articles, Edited by Dante Treglia, 2002.


Survey of Lowest Known Online Prices

  • $48.97 (30% off) Amazon.com (free shipping)
  • $55.96 (20% off) BarnesAndNoble.com



  • Section 1: General Programming

    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.

    Finding Redeeming Value in C-Style Macros

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

    Platform-Independent, Function-Binding Code Generator

    Allen Pouratian (Sony Computer Entertainment RTime)
    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.

    Save Me Now!

    Martin Brownlow (Shiny Entertainment)
    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.

    Programming a Game Design-Compliant Engine Using UML

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

    Using Lex and Yacc to Parse Custom Data Files

    Paul Kelly
    Game Programming Gems 3, 2002.

    Developming Games for a World Market

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

    Real-Time Input and UI in 3D Games

    Greg Seegert (Stainless Steel Studios)
    Game Programming Gems 3, 2002.

    Natural Selection: The Evolution of Pie Menus

    Don Hopkins
    Game Programming Gems 3, 2002.

    Lightweight, Policy-Based Logging

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

    Journaling Services

    Eric Robert (Ubisoft)
    Game Programming Gems 3, 2002.

    Real-Time Hierarchical Profiling

    Greg Hjelstrom, Byon Garrabrant (Westwood Studios)
    Game Programming Gems 3, 2002.




    Section 2: Mathematics

    Fast Base-2 Functions for Logarithms and Random Number Generation

    James McNeill
    Game Programming Gems 3, 2002.

    Using Vector Fractions for Exact Geometry

    Thomas Young (PathEngine)
    Game Programming Gems 3, 2002.

    More Approximations to Trigonometric Functions

    Robin Green (Sony Computer Entertainment America)
    Game Programming Gems 3, 2002.

    Quaternion Compression

    Mark Zarb-Adami (Muckyfoot Productions)
    Game Programming Gems 3, 2002.

    Constrained Inverse Kinematics

    Jason Weber (Intel)
    Game Programming Gems 3, 2002.

    Cellular Automata for Physical Modeling

    Tom Forsyth (Muckyfoot Productions)
    Game Programming Gems 3, 2002.

    Coping with Friction in Dynamic Simulations

    Miguel Gomez
    Game Programming Gems 3, 2002.




    Section 3: Artificial Intelligence

    Optimized Machine Learning with GoCap

    Thor Alexander (Hard Coded Games)
    Game Programming Gems 3, 2002.

    Area Navigation: Expanding the Path-Finding Paradigm

    Ben Board (Big Blue Box) and Mike Ducker (Lionhead Studios)
    Game Programming Gems 3, 2002.

    Function Pointer-Based, Embedded Finite-State Machines

    Charles Farris (VR1 Entertainment)
    Game Programming Gems 3, 2002.

    Terrain Analysis in an RTS-The Hidden Giant

    Daniel Higgins (Stainless Steel Software)
    Game Programming Gems 3, 2002.

    A Extensible Trigger System for AI Agents, Objects, and Quests

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

    Tactical Path-Finding with A*

    William van der Sterren (CGF-AI)
    Game Programming Gems 3, 2002.

    A Fast Approach To Navigation Meshes

    Stephen White (Naughty Dog) and Christopher Christensen (Naughty Dog)
    Game Programming Gems 3, 2002.

    Choosing a Relationship Between Path-Finding and Collision

    Thomas Young
    Game Programming Gems 3, 2002.




    Section 4: Graphics

    T-Junction Elimination and Retriangulation

    Eric Lengyel (Terathon Software)
    Game Programming Gems 3, 2002.
    Abstract: This article describes how to detect possible sources of these seams in complex 3D scenes and how to modify static geometry so that visible artifacts are avoided. Since T-junction elimination adds verticies to existing polygons (that are not necessarily convex), we also discuss a method for triangulating arbitrary concave polygons.

    Fast Heightfield Normal Calculation

    Jason Shankel (Maxis)
    Game Programming Gems 3, 2002.
    Abstract: Heightfields are two-dimensional arrays of height values, commonly used to store terrain or water surface data, and are also commonly used for calculating bump maps. This article will describe how we can take advantage of the special characteristics of heightfield meshes to significantly optimize vertex normal calculation.

    Fast Patch Normals

    Martin Brownlow (Shiny Entertainment)
    Game Programming Gems 3, 2002.
    Abstract: Surface patches are a memory-efficient way of creating smooth surfaces that can be rendered at many levels of detail. However, having a smooth surface is not as useful if you cannot light it properly. For that, you need the normal vector at each vertex. This article describes how to treat the normal at each control point as a second control mesh, thus quickly approximating the correct surface normal. Although the results are not strictly correct, they can produce superior results by eliminating shading errors due to curve discontinuity introduced during skinning.

    Fast and Simple Occlusion Culling

    Wagner Corr�a (Princeton University), James Klosowski (IBM Research), Cl�udio Silva (AT&T Labs-Research)
    Game Programming Gems 3, 2002.
    Abstract: This article describes two occlusion culling algorithms that are practical, effective, and require little preprocessing. The first one is the prioritized-layered projection (PLP) algorithm, which is an approximate algorithm that determines, for a given budget, a set of primitives that is likely to be visible. The second algorithm, cPLP, is a conservative version of PLP that guarantees finding all visible primitives.

    Triangle Strip Creation, Optimizations, and Rendering

    Carl S. Marshall (Intel Labs)
    Game Programming Gems 3, 2002.
    Abstract: This article focuses on how to generate triangle strips from arbitrary 3D polygonal models. We will describe and provide source code for developing long triangle strips. After describing the triangle strip algorithm, we will explain the benefits of triangle strips, the possible pitfalls encountered when creating them, and how to submit them to the graphics API. In addition, several other triangle strip creation algorithms will be reviewed and critiqued.

    Computing Optimized Shadow Volumes for Complex Data Sets

    Alex Vlachos and Drew Card (ATI Research)
    Game Programming Gems 3, 2002.
    Abstract: In this article, we describe a method for computing the exact front cap geometry visible from a given static light source. This is the exact geometry that is visible from the light's point of view, and it is useful for calculating shadow volumes. Previous work has been done on this topic; however, most methods suffer from either infinte recursion (with complex polygonal models) or fail to solve for cyclically overlapping polygons. The method presented here also works for scenes that have intersecting polygons.

    Subdivision Surfaces for Character Animation

    William Leeson (Trinity College, Dublin)
    Game Programming Gems 3, 2002.
    Abstract: This article introduces subdivision surfaces as a means of improving the appearance of game characters. First, we will present the different schemes available, focusing on two implementations of subdivision surfaces. Then, we will explore a number of optimization methods based on culling and preprocessing.

    Improved Deformation of Bones

    Jason Weber (Intel Corporation)
    Game Programming Gems 3, 2002.
    Abstract: This article describes how to avoid joint pinching from typical skinning methods by introducing additional bones at troublesome joints, such as the elbow and knees. By carefully reworking the weighting data to account for these 'links,' we can use the same simple core deformation algorithm and only incur the small additional burden of a few extra bones.

    A Framework for Realistic Character Locomotion

    Thomas Young (PathEngine)
    Game Programming Gems 3, 2002.
    Abstract: This article presents a solution to the foot sliding problem based on adjusting the position of the feet only when they are already in motion. A framework is described for applying this idea to the problem of realistic character animation by using independent modifiers for different parts of a skeleton.

    A Programmable Vertex Shader Compiler

    Adam Lake (Intel Labs)
    Game Programming Gems 3, 2002.
    Abstract: This article discusses the implementation of a compiler for programmable vertex shaders. Provided with the article is a full implementation of a simple vertex shader compiler. It also contains documentation on how to create a workspace for building compilers and an example that compiles the OpenGL lighting equation into a DirectX vertex shader. To give a practical foundation for this article, we are focusing on the vertex shader implementation in DirectX8. Future implementations might vary, but the framework and infrastructure we provide should still be applicable.

    Billboard Beams

    Brian Hawkins (Seven Studios)
    Game Programming Gems 3, 2002.
    Abstract: This article shows how to create the illusion of a 3D beam by using two triangles for the endpoints and two triangles for the beam. The details of positioning and texture mapping of the triangles are analyzed in the article.

    3D Tricks for Isometric Engines

    Greg Snook (Bungie Studios)
    Game Programming Gems 3, 2002.
    Abstract: Isometric engines are one of the last bastions of two-dimensional graphics left in the game industry. While this article proposes some 3D methods to enhance what is essentially a sprite-based display system, it tries to preserve the essence of sprite-based graphics. While you could simply represent a majority of the game objects with 3D models to get the same visual effect, the ideas presented here maintain the use of sprites by adding a few tricks to make them appear as flexible as 3D models. The concepts may also be useful in other 3D engines as a replacement for flat billboard sprites or as a means to represent distant objects at a lower level of detail.

    Curvature Simulation Using Normal Maps

    Oscar Blasco (Aside Software)
    Game Programming Gems 3, 2002.
    Abstract: This article explains how to perturb the normals on a surface to simulate the curvature of a denser model by using bump mapping. We will enhance the visual quality without losing speed or having to abandon more traditional ways of adding detail.

    Methods for Dynamic, Photorealistic Terrain Lighting

    Naty Hoffman and Kenny Mitchell (Westwood Studios)
    Game Programming Gems 3, 2002.
    Abstract: This article will present several methods for producing high-quality, physically based lighting solutions for terrain under dynamic lighting conditions. Topics include: Sunlight (Horizon Angles, Shadow Ellipses, and PTMs), Skylight (Radiosity Approximations and Patches), Animated Cloud Shadows, Video-Based Solutions, and Nonterrain Objects.

    Cube Map Lighting Techniques

    Kenneth L. Hurley
    Game Programming Gems 3, 2002.
    Abstract: This article will describe some ways to encode different lighting conditions as well as other properties within cube maps. It will give a brief overview of the properties of cube maps and how to index into them. Topics include: Physical Properties of Cube Maps, Getting data to/from a Cube Map, Rendering with the Cube Map, Encoding Cloud Cover, Encoding Lights in a Cube Map, Encoding Diffuse Lighting in a Cube Map, and Encoding a Day/Night Cycle into a Cube Map.

    Procedural Texturing

    Mike Milliger (2015, Inc.)
    Game Programming Gems 3, 2002.
    Abstract: The goal of this article is to introduce basic concepts for using procedures to manipulate and synthesize images for games and to give simple guidelines for implementation.

    Unique Textures

    Tom Forsyth (Mucky Foot)
    Game Programming Gems 3, 2002.
    Abstract: This article explores how to use a relatively small number of artist-generated source textures and combine them at runtime using a variety of blends, fractal methods, and random numbers to create the textures required for the scene.

    Textures as Lookup Tables for Per-Pixel Lighting Computations

    Alex Vlachos, John Isidoro, and Chris Oat (ATI Research)
    Game Programming Gems 3, 2002.
    Abstract: In this article, we show ways to use texture maps as a means to solve functions through a lookup table, focusing on lighting computations. This technique saves precious pixel shader instructions, and in many cases, it is the only way to make certain per-pixel effects possible on the current generation of hardware.

    Rendering with Handcrafted Shading Models

    Jan Kautz (Max-Plank-Institut f�r Informatik)
    Game Programming Gems 3, 2002.
    Abstract: This article proposes a simple technique called normal distribution function (NDF) shading. It allows an artist to handcraft shading models, with the shape and color of highlights simply stored in bitmaps. The technique uses per-pixel shading, and can also be used in conjunction with bump mapping. Anisotropic shading models can also be created.



    Section 5: Network and Multiplayer

    Minimizing Latency in Real-Time Stategy Games

    Jim Greer, Zachary Booth Simpson (Mine Control)
    Game Programming Gems 3, 2002.

    Real-Time Strategy Network Protocol

    Jan Svarovsky
    Game Programming Gems 3, 2002.

    A Flexible Simulation Architecture for Massively Multiplayer Games

    Thor Alexander (Hard Coded Games)
    Game Programming Gems 3, 2002.

    Scaling Multiplayer Servers

    Justin Randall (Sony Online Entertainment)
    Game Programming Gems 3, 2002.

    Template-Based Object Serialization

    Jason Beardsley (NCsoft Austin)
    Game Programming Gems 3, 2002.

    Secure Sockets

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

    A Network Monitoring and Simulation Tool

    Andrew Kirmse (LucasArts)
    Game Programming Gems 3, 2002.

    Creating Multiplayer Games with DirectPlay 8.1

    Gabriel Rohweder (Microsoft)
    Game Programming Gems 3, 2002.

    Wireless Gaming Using the Java Micro Edition

    David Fox (Next Game)
    Game Programming Gems 3, 2002.




    Section 6: Audio

    Audio Compression with Ogg Vorbis

    Jack Moffitt (Xiph.org Foundation)
    Game Programming Gems 3, 2002.

    Creating a Compelling 3D Audio Environment

    Garin Hiebert (Creative Labs)
    Game Programming Gems 3, 2002.

    Obstruction Using Axis-Aligned Bounding Boxes

    Carlo Vogelsang (Creative Labs)
    Game Programming Gems 3, 2002.

    Using the Biquad Resonant Filter

    Phil Burk (SoftSynth)
    Game Programming Gems 3, 2002.

    Linear Predictive Coding for Voice Compression and Effects

    Eddie Edwards
    Game Programming Gems 3, 2002.

    The Stochastic Synthesis of Complex Sounds

    Phil Burk (SoftSynth)
    Game Programming Gems 3, 2002.

    Real-Time Modular Audio Processing for Games

    Frank Luchs (Visiomedia Software)
    Game Programming Gems 3, 2002.

    37% 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