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Game Programming Gems 6, m.  Buch, m.  CD-ROM; .

Game Programming Gems 6, m. Buch, m. CD-ROM; .

Publisher Charles River Media
Year
Pages 695
Version mixed media
Language English
ISBN 9781584504504
Categories Computer games: strategy guides
Delivery to United States

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Book description

Welcome to the sixth volume of the Game Programming Gems series. With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized. This makes it important to have cutting-edge, ready-to-use material in your specialization, as well as resources that you can call upon if you need to work outside your area of expertise. Volume 6 has been explicitly designed with your current challenges in mind.With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. All of these capabilities require robust teams and longer schedules, so to help ensure that your games are still delivered on time and on budget, you'll find 50 all new articles written by experts in game technology from many different backgrounds and over twenty countries. This volume also includes a brand new section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop.So, whether you're a new game programmer starting out on this exciting path, a grizzled, industry veteran, or a most welcome visitor, we hope that you will find inspiration, insight, and at least one or two true gems to use in your world!

Game Programming Gems 6, m. Buch, m. CD-ROM; .

Table of contents

ForewordPrefaceAbout the Cover ImageContributor BiosSECTION 1 GENERAL PROGRAMMINGIntroduction1.1 Lock-Free Algorithms1.2 Utilizing Multicore Processors with OpenMP1.3 Computer Vision in Games Using the OpenCV Library1.4 Geographic Grid Registration of Game Objects1.5 BSP Techniques1.6 Closest-String Matching Algorithm1.7 Using CppUnit To Implement Unit Testing1.8 Fingerprinting Pre-Release Builds To Deter and Detect Piracy1.9 Faster File Loading with Access-Based File Reordering1.10 Stay in the Game: Asset Hotloading for Fast IterationSECTION 2 MATHEMATICS AND PHYSICSIntroduction2.1 Floating-Point Tricks2.2 GPU Computation in Projective Space UsingHomogeneous Coordinates2.3 Solving Systems of Linear Equations Using the Cross Product2.4 Efficient Sequence Indexing for Game Development2.5 Exact Buoyancy for Polyhedra2.6 Real-Time Particle-Based Fluid Simulation withRigid Body InteractionSECTION 3 ARTIFICIAL INTELLIGENCEIntroduction3.1 Applying Model-Based Decision-Making Methods to Games:Applying the Locust AI Engine to Quake III3.2 Achieving Coordination with Autonomous NPCs3.3 Behavior-Based Robotic Architectures for Games3.4 Constructing a Goal-Oriented Robot for Unreal Tournament UsingFuzzy Sensors, Finite-State Machines, and Behavior Networks3.5 A Goal-Oriented Unreal Bot: Building a Game Agent withGoal-Oriented Behavior and Simple Personality UsingExtended Behavior Networks3.6 Short-Term Memory Modeling Using a Support Vector Machine3.7 Using the Quantified Judgment Model for Engagement Analysis3.8 Designing a Multilayer, Pluggable AI Engine3.9 A Fuzzy-Control Approach to Managing Scene ComplexitySECTION 4 SCRIPTING AND DATA-DRIVEN SYSTEMSIntroduction4.1 Scripting Language Survey4.2 Binding C/C++ Objects to Lua4.3 Programming Advanced Control Mechanisms withLua Coroutines4.4 Managing High-Level Script Execution WithinMultithreaded Environments4.5 Exposing Actor Properties Using Nonintrusive Proxies4.6 Game Object Component SystemSECTION 5 GRAPHICSIntroduction5.1 Synthesis of Realistic Idle Motion forInteractive Characters5.2 Spatial Partitioning Using an Adaptive Binary Tree5.3 Enhanced Object Culling with (Almost) Oriented Bounding Boxes5.4 Skin Splitting for Optimal Rendering5.5 GPU Terrain Rendering5.6 Interactive Fluid Dynamics and Rendering on the GPU5.7 Fast Per-Pixel Lighting with Many Lights5.8 Rendering Road Signs Sharply5.9 Practical Sky Rendering for Games5.10 High Dynamic Range Rendering UsingOpenGL Frame Buffer ObjectsSECTION 6 AUDIOIntroduction6.1 Real-Time Sound Generation from Deformable Meshes6.2 A Lightweight Generator for Real-Time Sound Effects6.3 Real-Time Mixing Busses6.4 Potentially Audible Sets6.5 A Cheap Doppler Effect6.6 Faking Real-Time DSP EffectsSECTION 7 NETWORK AND MULTIPLAYERIntroduction7.1 Dynamically Adaptive Streaming of 3D Data forAnimated Characters7.2 Complex Systems Based High-Level Architecture forMassively Multiplayer Games7.3 Generating Globally Unique Identifiers for Game Objects7.4 Massively Multiplayer Online Prototype UtilizingSecond Life for Game Concept Prototyping7.5 Reliable Peer-to-Peer Gaming Connections Penetrating NATAbout the CD-ROMIndex

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