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 5
62 Articles, Edited by Kim Pallister, 2005.


Survey of Lowest Known Online Prices

  • $48.97 (30% off) Amazon.com (free shipping)
  • $69.95 (0% off) BarnesAndNoble.com



  • Section 1: General Programming

    Context-Sensitive HUDs for Editors

    Adam Martin (Grex Games)
    Game Programming Gems 5, 2005.

    Parsing Text Data in Games

    Aurelio Reis
    Game Programming Gems 5, 2005.

    Component Based Object Management

    Bjarne Rene (Circle Studio ltd)
    Game Programming Gems 5, 2005.

    Using Templates for Reflection in C++

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

    Sphere Trees for Speedy BSPs

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

    Improved Frustum Culling

    Frank Puig Placeres
    Game Programming Gems 5, 2005.

    Generic Pager

    Ignacio Incera Cruz
    Game Programming Gems 5, 2005.

    Large-Scale Stack-Based State Machines

    James Boer
    Game Programming Gems 5, 2005.

    CSG Construction Using BSP Trees

    Octavian Marius Chincisan
    Game Programming Gems 5, 2005.

    Building Lua into Games

    Matthew Harmen (eV Interative Corporation)
    Game Programming Gems 5, 2005.

    Improving Freelists with Policy Based Design

    Nathan Mefford
    Game Programming Gems 5, 2005.

    A Real-Time Remote Debug Message Logger

    Patrick Duquette (Microids Canada Inc)
    Game Programming Gems 5, 2005.

    A Transparent Class Saving and Loading Trick

    Patrick Meehan
    Game Programming Gems 5, 2005.

    An Effective Cache-Oblivious Implementation of the ABT Tree

    Sebastien Schertenleib (Swiss Federal Institute of Technology, Virtual Reality Lab)
    Game Programming Gems 5, 2005.

    Visual Design of State Machines

    Scott Jacobs
    Game Programming Gems 5, 2005.

    A Generic Component Library

    Warrick Buchanan
    Game Programming Gems 5, 2005.

    Choose Your Path - A Menu System

    Wendy Jones
    Game Programming Gems 5, 2005.




    Section 2: Mathematics

    Using Geometric Algebra for Computer Graphics

    Chris Lomont
    Game Programming Gems 5, 2005.

    Minimal Acceleration Hermite Curves

    Tony Barrera, Anders Hast, Ewert Bengtsson
    Game Programming Gems 5, 2005.

    Spline-Based Time Control for Animation

    James Van Verth (Red Storm Entertainment)
    Game Programming Gems 5, 2005.

    Faster Quaternion Interpolation Using Approximations

    Andy Thomason
    Game Programming Gems 5, 2005.

    Minimax Numerical Approximation

    Christopher Tremblay
    Game Programming Gems 5, 2005.

    Oblique View Frustums for Mirrors and Portals

    Eric Lengyel (Naughty Dog)
    Game Programming Gems 5, 2005.




    Section 3: Artificial Intelligence

    Automatic Cover Finding with Navigation Meshes

    Borut Pfeifer (Radical Entertainment)
    Game Programming Gems 5, 2005.

    Fast Target Ranking Using an Artificial Potential Field

    Markus Breyer (Factor 5)
    Game Programming Gems 5, 2005.

    Using Lanchester Attrition Models to Predict the Results of Combat

    John Bolton (Page 44 Studios)
    Game Programming Gems 5, 2005.

    Implementing Practical Planning for Game AI

    Jamie Cheng (Relic Entertainment), Finnegan Southey (University of Alberta, Computer Science)
    Game Programming Gems 5, 2005.

    Optimizing a Decision Tree Query Algorithm for Multithreaded Architectures

    Chuck DeSylva (Intel Corporation)
    Game Programming Gems 5, 2005.

    Parallel AI Development with PVM

    Michael Ramsey (2015 Inc)
    Game Programming Gems 5, 2005.

    Beyond A*

    Mario Grimani (Xtreme Strategy Games), Matthew Titelbaum (Monolith Productions)
    Game Programming Gems 5, 2005.

    Advanced Pathfinding with Minimal Replanning Cost: Dynamic A Star (D*)

    Marco Tombesi
    Game Programming Gems 5, 2005.




    Section 4: Physics

    Back of the Envelope Aerodynamics for Game Physics

    Graham Rhodes (Applied Research Associates Inc)
    Game Programming Gems 5, 2005.

    Dynamic Grass Simulation and Other Natural Effects

    Rishi Ramraj (University of Waterloo)
    Game Programming Gems 5, 2005.

    Realistic Cloth Animation Using the Mass-Spring Method

    Juan M. Cordero (Universidad de Sevilla)
    Game Programming Gems 5, 2005.

    Practical Animation of Soft Bodies for Game Development: The Pressurized Soft-Body Model

    Maciej Matyka (Univesity of Wrocyaw)
    Game Programming Gems 5, 2005.

    Adding Life to Ragdoll Simulation Using Feedback Control Systems

    Michael Mandel (Apple Computer)
    Game Programming Gems 5, 2005.

    Designing a Prescripted Physics System

    Daniel Higgins (Stainless Steel Studios)
    Game Programming Gems 5, 2005.

    Prescripted Physics: Techniques and Applications

    Shawn Shoemaker
    Game Programming Gems 5, 2005.

    Realistic Camera Movement in a 3D Car Simulator

    Barnabas Aszodi, Szabolcs Czuczor (Budapest University of Technology, Conputer Graphics Group)
    Game Programming Gems 5, 2005.




    Section 5: Graphics

    Realistic Cloud Rendering on Modern GPUs

    Jean-Francois Dube (Ubisoft)
    Game Programming Gems 5, 2005.

    Let It Snow, Let It Snow, Let It Snow (and Rain)

    Niniane Wang (Google), Bretton Wade (Microsoft)
    Game Programming Gems 5, 2005.

    Widgets: Rendering Fast and Persistent Foliage

    Martin Brownlow
    Game Programming Gems 5, 2005.

    2.5 Dimensional Impostors for Realistic Trees and Forrests

    Gabor Szijarto (Technical University of Budapest)
    Game Programming Gems 5, 2005.

    Gridless Controllable Fire

    Neeharika Adabala, Charles Hughes (University of Central Florida)
    Game Programming Gems 5, 2005.

    Powerful Explosion Effects Using Billboard Particles

    Steve Rabin (Nintendo of America Inc)
    Game Programming Gems 5, 2005.

    A Simple Method for Rendering Gemstones

    Thorsten Scheuermann (ATI Research)
    Game Programming Gems 5, 2005.

    Volumetric Post-Processing

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

    Procedural Level Generation

    Timothy Roden and Ian Parberry (University of North Texas)
    Game Programming Gems 5, 2005.

    Recombinant Shaders

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




    Section 6: Network and Multiplayer

    Keeping a Massively Multiplayer Online Game Massive, Online, and Persistent

    Shea Street (Tantrum Games)
    Game Programming Gems 5, 2005.

    Implementing a Seamless World Server

    Patrick Duquette (Ubisoft)
    Game Programming Gems 5, 2005.

    Designing a Vulgarity Filtering System

    Shekhar Dhupelia
    Game Programming Gems 5, 2005.

    Fast and Efficient Implementation of a Remote Procedure Call System

    Hyun-jik Bae
    Game Programming Gems 5, 2005.

    Overcoming Network Address Translation in Peer-to-Peer Communications

    Jon Watte
    Game Programming Gems 5, 2005.

    A Reliable Messaging Protocol

    Martin Brownlow
    Game Programming Gems 5, 2005.

    Safe Random Number Systems

    Shekhar Dhupelia
    Game Programming Gems 5, 2005.

    Secure by Design

    Adam Martin (Grex Games)
    Game Programming Gems 5, 2005.




    Section 7: Audio

    Multithreaded Audio Programming Techniques

    James Boer (Amaze Entertainment)
    Game Programming Gems 5, 2005.

    Sound Management by Group

    Matthew Harmen (eV Interactive Corporation)
    Game Programming Gems 5, 2005.

    Using 3D Surfaces as Audio Emitters

    Sami Hamlaoui
    Game Programming Gems 5, 2005.

    Fast Environmental Reverb Based on Feedback Delay Networks

    Christian Schuler (Phenomic Game Development)
    Game Programming Gems 5, 2005.

    Introduction to Single-Speaker Speech Recognition

    Julien Hamaide
    Game Programming Gems 5, 2005.

    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