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Game programming gems 6 / edited by Michael Dickheiser.
LIBRA QA76.76.C672 G3646 2006 1 v. + CD-ROM
By Request
- Format:
- Book
- Language:
- English
- Subjects (All):
- Video games--Programming.
- Video games.
- Computer graphics.
- Physical Description:
- xl, 695 pages, 8 unnumbered pages of plates : illustrations (some color) ; 25 cm + 1 CD-ROM (4 3/4 in.)
- Edition:
- First edition.
- Other Title:
- Game programming gems six
- Place of Publication:
- Boston, Mass. : Charles River Media, 2006.
- Summary:
- Accompanying CD-ROM contains ... "portable source code and demos you can implement easily into your own projects, DirectX SDK 9, GLUT 3.7, and GLEW 1.3.3."--P. [4] of cover.
- Contents:
- Section 1 General Programming 1
- 1.1 Lock-Free Algorithms / Toby Jones 5
- 1.2 Utilizing Multicore Processors with OpenMP / Pete Isensee 17
- 1.3 Computer Vision in Games Using the OpenCV Library / Arnau Ramisa, Enric Vergara, Enric Marti 25
- 1.4 Geographic Grid Registration of Game Objects / Roger Smith 39
- 1.5 BSP Techniques / Octavian Marius Chincisan 49
- 1.6 Closest-String Matching Algorithm / James Boer 69
- 1.7 Using CppUnit To Implement Unit Testing / Blake Madden 79
- 1.8 Fingerprinting Pre-Release Builds To Deter and Detect Piracy / Steve Rabin 97
- 1.9 Faster File Loading with Access-Based File Reordering / David L. Koenig 103
- 1.10 Stay in the Game: Asset Hotloading for Fast Iteration / Noel Llopis, Charles Nicholson 109
- Section 2 Mathematics and Physics 117
- 2.1 Floating-Point Tricks / Chris Lomont 121
- 2.2 GPU Computation in Projective Space Using Homogeneous Coordinates / Vaclav Skala 137
- 2.3 Solving Systems of Linear Equations Using the Cross Product / Anders Hast 149
- 2.4 Sequence Indexing for Game Development / Palem GopalaKrishna 161
- 2.5 Exact Buoyancy for Polyhedra / Erin Catto 175
- 2.6 Real-Time Particle-Based Fluid Simulation with Rigid Body Interaction / Takashi Amada 189
- Section 3 Artificial Intelligence 207
- 3.1 Applying Model-Based Decision-Making Methods to Games: Applying the Locust AI Engine to Quake III / Armand Prieditis, Mukesh Dulal 211
- 3.2 Achieving Coordination with Autonomous NPCs / Diego Garces 223
- 3.3 Behavior-Based Robotic Architectures for Games / Hugo Pinto, Luis Otavio Alvares 235
- 3.4 Constructing a Goal-Oriented Robot for Unreal Tournament Using Fuzzy Sensors, Finite-State Machines, and Extended Behavior Networks / Hugo Pinto, Luis Otavio Alvares 245
- 3.5 A Goal-Oriented Unreal Bot: Building a Game Agent with Goal-Oriented Behavior and Simple Personality Using Extended Behavior Networks / Hugo Pinto, Luis Otavio Alvares 259
- 3.6 Short-Term Memory Modeling Using a Support Vector Machine / Julien Hamaide 273
- 3.7 Using the Quantified Judgment Model for Engagement Analysis / Michael Ramsey 283
- 3.8 Designing a Multilayer, Pluggable Al Engine / Sebastien Schertenleib 291
- 3.9 A Fuzzy-Control Approach to Managing Scene Complexity / Gabriyel Wong, Jialiang Wang 307
- Section 4 Scripting and Data-Driven Systems 317
- 4.1 Scripting Language Survey / Diego Garces 323
- 4.2 Binding C/C++ Objects to Lua / Waldemar Celes, Luiz Henrique de Figueiredo, Roberto Ierusalimschy 341
- 4.3 Programming Advanced Control Mechanisms with Lua Coroutines / Luiz Henrique de Figueiredo, Waldemar Celes, Roberto Ierusalimschy 357
- 4.4 Managing High-Level Script Execution Within Multithreaded Environments / Sebastien Schertenleib 371
- 4.5 Exposing Actor Properties Using Nonintrusive Proxies / Matthew Campbell, Curtiss Murphy 383
- 4.6 Game Object Component System / Chris Stoy 393
- Section 5 Graphics 405
- 5.1 Synthesis of Realistic Idle Motion for Interactive Characters / Arjan Egges, Thomas Di Giacomo, Nadia Magnenat-Thalmann 409
- 5.2 Spatial Partitioning Using an Adaptive Binary Tree / Martin Fleisz 423
- 5.3 Enhanced Object Culling with (Almost) Oriented Bounding Boxes / Ben St. John 437
- 5.4 Skin Splitting for Optimal Rendering / Dominic Filion 449
- 5.5 GPU Terrain Rendering / Harald Vistnes 461
- 5.6 Interactive Fluid Dynamics and Rendering on the GPU / Frank Luna 473
- 5.7 Fast Per-Pixel Lighting with Many Lights / Frank Puig Placeres 489
- 5.8 Rendering Road Signs Sharply / Jorn Loviscach 501
- 5.9 Practical Sky Rendering for Games / Aurelio Reis 517
- 5.10 High Dynamic Range Rendering Using OpenGL Frame Buffer Objects / Allen Sherrod 529
- Section 6 Audio 537
- 6.1 Real-Time Sound Generation from Deformable Meshes / Marq Singer 541
- 6.2 A Lightweight Generator for Real-Time Sound Effects / Frank Luchs 549
- 6.3 Real-Time Mixing Busses / James Boer 555
- 6.4 Potentially Audible Sets / Dominic Filion 561
- 6.5 A Cheap Doppler Effect / Julien Hamaide 573
- 6.6 Faking Real-Time DSP Effects / Robert Sparks 583
- Section 7 Network and Multiplayer 589
- 7.1 Dynamically Adaptive Streaming of 3D Data for Animated Characters / Thomas Di Giacomo, HyungSeok Kim, Stephane Garchery, Nadia Magnenat-Thalmann, Chris Joslin 593
- 7.2 Complex Systems-Based High-Level Architecture for Massively Multiplayer Games / Viknashvaran Narayanasamy, Kok-Wai Wong, Chun Che Fung 607
- 7.3 Generating Globally Unique Identifiers for Game Objects / Yongha Kim 623
- 7.4 Massively Multiplayer Online Prototype Utilizing Second Life for Game Concept Prototyping / Peter A. Smith 629
- 7.5 Reliable Peer-to-Peer Gaming Connections Penetrating NAT / Larry Shi 641.
- Notes:
- Includes index.
- ISBN:
- 1584504501
- OCLC:
- 63164978
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