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Game Programming Gems 4
62 Articles, Edited by Andrew Kirmse, 2004.
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Section 1: General Programming
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The Science of Debugging Games |
An HTML-Based Logging and Debugging System |
The Clock: Keeping Your Finger on the Pulse of the Game |
Desiging and Maintaining Large Cross-Platform Libraries |
Fight Memory Fragmentation with Templated Freelists |
A Generic Tree Container in C++ |
The Beauty of Weak References and Null Objects |
A System for Managing Game Entities |
Address-Space Managed Dynamic Arrays for Windows and the Xbox |
Critically Damped Ease-In/Ease-Out Smoothing |
A Flexible, On-the-Fly Object Manager |
Using Custom RTTI Properties to Stream and Edit Objects |
Using XML without Sacrificing Speed |
Section 2: Mathematics
Zobrist Hash Using Mersenne Twister |
Extracting Frustum and Camera Information |
Solving Accuracy Problems in Large World Coordinates |
Using the Covariance Matrix for Better-Fitting Bounding Objects |
The Jacobian Transpose Method for Inverse Kinematics |
Section 3: Physics
Ten Fingers of Death: Algorithms for Combat Killing |
Vehicle Physics Simulation for CPU-Limited Systems |
Writing a Verlet-Based Physics Engine |
Constraints in Rigid Body Dynamics |
Fast Contact Reduction for Dynamics Simulation |
Interactive Water Surfaces |
Fast Deformations with Multilayered Physics |
Modal Analysis for Fast, Stable Deformation |
Section 4: Artificial Intelligence
Third-Person Camera Navigation |
Narrative Combat: Using AI to Enhance Tension in an Action Game |
NPC Decision Making: Dealing with Randomness |
An Object-Oriented Utility-Based Decision Architecture |
A Distributed-Reasoning Voting Architecture |
Advanced Wall Building for RTS Games |
Artificial Neural Networks on Programmable Hardware |
Section 5: Graphics
Poster Quality Screenshots |
GPU Shadow Volume Construction for Nonclosed Meshes |
Combined Depth and ID-Based Shadow Buffers |
Carving Static Shadows into Geometry |
Adjusting Real-Time Lighting for Shadow Volumes and Optimized Meshes |
Real-Time Halftoning: Fast and Simple Stylized Shading |
Techniques to Apply Team Colors to 3D Models |
Fast Sepia Tone Conversion |
Dynamic Gamma Using Sampled Scene Luminance |
Heat and Haze Post-Processing Effects |
Hardware Skinning with Quaternions |
Motion Capture Data Compression |
Fast Collision Detection for 3D Bones-Based Articulated Characters |
Terrain Occlusion Culling with Horizons |
Section 6: Network and Multiplayer
General Lobby Design and Development |
Thousands of Clients per Server |
Efficient MMP Game State Storage |
Practical Application of Parallel-State Machines in a Client-Server Environment |
Bit Packing: A Network Compression Technique |
Time and Consistency Management for Multiserver-Based MMORPGs |
Section 7: Audio
A Brief Introduction to OpenAL |
A Simple Real-Time Lip-Synching System |
Dynamic Variables and Audio Programming |
Creating an Audio Scripting System |
Implementing an Environmental Audio Solution Using EAX and ZoomFX |
Controlling Real-Time Sound Synthesis from Game Physics |
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