Best of game programming gems:
Gespeichert in:
Format: | Buch |
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Sprache: | English |
Veröffentlicht: |
Boston, Mass.
Course Technology, Cengage Learning
2008
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XXV, 549 S. Ill., graph. Darst. 1 CD-ROM (12 cm) |
ISBN: | 9781584505716 1584505710 |
Internformat
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Datensatz im Suchindex
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adam_text | IMAGE 1
BEST OF GAME
PROGRAMMING GEMS EDITED BY MARK DELOURA
CHARLES RIVER MEDIA
A PART OF COURSE TECHNOLOGY, CENGAGE LEARNING
COURSE TECHNOLOGY CENGAGE LEARNING AUSTRALIA * BRAZIL -JAPAN * KOREA
MEXICO-SINGAPORE-SPAIN * UNITED KINGDOM * UNITED STATES
IMAGE 2
CONTENTS
ACKNOWLEDGMENTS IX
ABOUT THE AUTHORS XI
INTRODUCTION XXV
SECTION 1 GENERAL INFORMATION 1
1.1 THE SCIENCE OF DEBUGGING GAMES 3
STEVE RABIN, NINTENDO OF AMERICA INC.
1.2 FINDING REDEEMING VALUE IN C-STYLE MACROS 17
STEVE RABIN, NINTENDO OF AMERICA INC.
1.3 INLINE FUNCTIONS VS. MACROS 29
PETER DALTON, SMART BOMB INTERACTIVE
1.4 SQUEEZING MORE OUT OF ASSAERT 35
STEVE RABIN, NINTENDO OF AMERICA INC.
1.5 PROGRAMMING WITH ABSTRACT INTERFACES 41
NOEL LLOPIS, POWER OF TWO GAMES
1.6 THE BEAUTY OF WEAK REFERENCES AND NULL OBJECTS 49
NOEL LLOPIS, POWER OF TWO GAMES
1.7 USING THE STL IN GAME PROGRAMMING 57
FAMES BOER, ARENANET
1.8 CUSTOM STL ALLOCATORS 73
PETE ISENSEE, MICROSOFI CORPORATION
1.9 OPTIMIZATION FOR C++ GAMES 83
ANDREW KIRMSE, GOOGLE INC.
1.10 REAL-TIME HIERARCHICAL PROFILING . 95
GREG HJELSTROM, PETROGLYPH AND BYON GARRABRANT, WESTWOOD STUDIOS
1.11 A GENERIC TREE CONTAINER IN C++ 103
BILL BUDGE, SONY COMPUTER ENTERTAINMENT AMERICA
V
IMAGE 3
VI
CONTENTS
1.12 LOCK-FREE ALGORITHMS 113
TOBY JONES, MICROSOFT CORPORATION
1.13 UTILIZING MULTICORE PROCESSORS WITH OPENMP 125
PETE ISENSEE, MICROSOFT CORPORATION
SECTION 2 MATH AND PHYSICS 133
2.1 MORE APPROXIMATIONS TO TRIGONOMETRIC FUNCTIONS 135
ROBIN GREEN, GOOGLE INC.
2.2 FASTER QUATERNION INTERPOLATION USING APPROXIMATIONS 153
ANDY THOMASON, SN SYSTEMS
2.3 QUATERNION COMPRESSION 175
MARK ZARB-ADAMI, MUCKY FOOT
2.4 ZOBRIST HASH USING THE MERSENNE TWISTER 181
TOBY JONES, MICROSOFT CORPORATION
2.5 SOLVING ACCURACY PROBLEMS IN LARGE WORLD COORDINATES 187
PETER FREESE, HIDDEN PATH ENTERTAINMENT
2.6 WRITING A VERLET-BASED PHYSICS ENGINE 201
NICK PORCINO, INDUSTRIAL LIGHT & MUSIC
2.7 CONSTRAINTS IN RIGID BODY DYNAMICS 211
RUSS SMITH, GOOGLE INC.
2.8 THE JACOBIAN TRANSPOSE METHOD FOR INVERSE KINEMATICS 223
MARCO SPOERL
SECTION 3 ARTIFICIAL INTELLIGENCE 2 35
3.1 THE BASICS OF A* FOR PATH PLANNING 237
BRYAN STOUT
3.2 A* AESTHETIC OPTIMIZATIONS 247
STEVE RABIN, NINTENDO OF AMERICA INC.
3.3 A* SPEED OPTIMIZATIONS 255
STEVE RABIN, NINTENDO OF AMERICA INC.
3.4 TACTICAL PATH-FINDING WITH A* 271
WILLIAM VAN DER STERREN, CGF-AI
IMAGE 4
CONTENTS VII
3.5 A FAST APPROACH TO NAVIGATION MESHES 285
STEPHEN WHITE, SUCKER PUNCH PRODUCTIONS; AND CHRISTOPHER CHRISTENSEN,
NAUGHTY DOG
3.6 FLOCKING: A SIMPLE TECHNIQUE FOR SIMULATING GROUP BEHAVIOR 297
STEVEN WOODCOCK, RAYTHEON
3.7 A FINITE-STATE MACHINE CLASS 311
ERIC DYBSAND
3.8 IMPLEMENTING PRACTICAL PLANNING FOR GAME AL 323
JAMIE CHENG, KLEI ENTERTAINMENT; AND FINNEGAN SOUTHEY, GOOGLE INC.
SECTION 4 GRAPHICS 339
4.1 T-JUNCTION ELIMINATION AND RETRIANGULATION 341
ERIC LENGYEL, TERATHON SOFTWARE
4.2 FILLING THE GAPS: ADVANCED ANIMATION USING STITCHING AND SKINNING
347
RYAN WOODLAND, ZIPPER INTERACTIVE
4.3 IMPROVED SKIN DEFORMATION USING KINEMATIC SKELETONS 355
JASON P. WEBER, DREAMWORKS ANIMATION
4.4 MOTION CAPTURE DATA COMPRESSION 363
SOREN HANNIBAL, SHINY/COLLECTIVE
4.5 COMPRESSED AXIS-ALIGNED BOUNDING BOX TREES 371
MIGUEL GOMEZ, THE SAAM INSTITUTE
4.6 TEXTURES AS LOOKUP TABLES FOR PER-PIXEL LIGHTING COMPUTATIONS . . .
377 ALEX VLACHOS, VALVE; JOHN ISIDORO, ATI; AND CHRIS OAT, AMD
4.7 METHODS FOR DYNAMIC, PHOTOREALISTIC TERRAIN LIGHTING 387
NATY HOFFMAN, SONY COMPUTER ENTERTAINMENT AMERICA; AND KENNY MITCHELL,
ELECTRONIC ARTS
4.8 PRACTICAL SKY RENDERING FOR GAMES 399
AURELIO REIS, FIRAXIS GAMES
4.9 POWERFUL EXPLOSION EFFECTS USING BILLBOARD PARTICLES 411
STEVE RABIN, NINTENDO OF AMERICA INC.
4.10 RENDERING WITH HANDCRAFTED SHADING MODELS 421
JAN KAUTZ, UNIVERSITY COLLEGE LONDON
IMAGE 5
VIII CONTENTS
SECTION 5 NETWORKING 4 27
5.1 OVERCOMING NETWORK ADDRESS TRANSLATION IN PEER-TO-PEER
COMMUNICATIONS 429
JON WATTE, FORTERRA SYSTEMS
5.2 MINIMIZING LATENCY IN REAL-TIME STRATEGY GAMES 451
JIM GREER, KONGREGATE AND ZACHARY BOOTH SIMPSON, MINE CONTROL
5.3 REAL-TIME STRATEGY NETWORK PROTOCOL 459
JAN SVAROVSKY, SVAROVSKY PRODUCTIONS LTD.
5.4 SECURE SOCKETS 469
PETE ISENSEE, MICROSOFT CORPORATION
5.5 BIT PACKING: A NETWORK COMPRESSION TECHNIQUE 481
PETE ISENSEE, MICROSOFT CORPORATION
SECTION 6 AUDIO 4 89
6.1 A BASIC MUSIC SEQUENCER FOR GAMES 491
SCOTT PATTERSON, ELECTRONIC ARTS - BLACKBOX
6.2 AUDIO COMPRESSION WITH OGG VORBIS 503
JACK MOFFITT, CHESSPARK
6.3 USING 3D SURFACES AS AUDIO EMITTERS 511
SAMI HAMLAOUI, DOUBLE HELIX GAMES
6.4 INTRODUCTION TO SINGLE-SPEAKER SPEECH RECOGNITION 521
JULIEN HAMAIDE, LOTACLE STUDIOS BELGIUM
6.5 A TECHNIQUE TO INSTANTANEOUSLY REUSE VOICES IN A SAMPLE-BASED
SYNTHESIZER 531
THOMAS ENGEL, FACTOR 5 INC.
INDEX 535
|
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author_GND | (DE-588)138298521 |
building | Verbundindex |
bvnumber | BV036782061 |
classification_rvk | ST 324 |
ctrlnum | (OCoLC)685190214 (DE-599)GBV571914039 |
discipline | Informatik |
format | Book |
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illustrated | Illustrated |
indexdate | 2024-07-09T22:47:58Z |
institution | BVB |
isbn | 9781584505716 1584505710 |
language | English |
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owner_facet | DE-29T DE-92 |
physical | XXV, 549 S. Ill., graph. Darst. 1 CD-ROM (12 cm) |
publishDate | 2008 |
publishDateSearch | 2008 |
publishDateSort | 2008 |
publisher | Course Technology, Cengage Learning |
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spelling | Best of game programming gems ed. by Mark DeLoura Boston, Mass. Course Technology, Cengage Learning 2008 XXV, 549 S. Ill., graph. Darst. 1 CD-ROM (12 cm) txt rdacontent n rdamedia nc rdacarrier Programmierung (DE-588)4076370-5 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Programmierung (DE-588)4076370-5 s DE-604 DeLoura, Mark A. Sonstige (DE-588)138298521 oth GBV Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=020698674&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Best of game programming gems Programmierung (DE-588)4076370-5 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4076370-5 (DE-588)4010457-6 |
title | Best of game programming gems |
title_auth | Best of game programming gems |
title_exact_search | Best of game programming gems |
title_full | Best of game programming gems ed. by Mark DeLoura |
title_fullStr | Best of game programming gems ed. by Mark DeLoura |
title_full_unstemmed | Best of game programming gems ed. by Mark DeLoura |
title_short | Best of game programming gems |
title_sort | best of game programming gems |
topic | Programmierung (DE-588)4076370-5 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Programmierung Computerspiel |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=020698674&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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