Note: Supplemental materials are not guaranteed with Rental or Used book purchases.
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Foreword | p. xi |
Preface | p. xv |
About the Cover Image | p. xxi |
Contributor Bios | p. xxiii |
General Programming | p. 1 |
Introduction | p. 3 |
Lock-Free Algorithms | p. 5 |
Utilizing Multicore Processors with OpenMP | p. 17 |
Computer Vision in Games Using the OpenCV Library | p. 25 |
Geographic Grid Registration of Game Objects | p. 39 |
BSP Techniques | p. 49 |
Closest-String Matching Algorithm | p. 69 |
Using CppUnit To Implement Unit Testing | p. 79 |
Fingerprinting Pre-Release Builds To Deter and Detect Piracy | p. 97 |
Faster File Loading with Access-Based File Reordering | p. 103 |
Stay in the Game: Asset Hotloading for Fast Iteration | p. 109 |
Mathematics and Physics | p. 117 |
Introduction | p. 119 |
Floating-Point Tricks | p. 121 |
GPU Computation in Projective Space Using Homogeneous Coordinates | p. 137 |
Solving Systems of Linear Equations Using the Cross Product | p. 149 |
Sequence Indexing for Game Development | p. 161 |
Exact Buoyancy for Polyhedra | p. 175 |
Real-Time Particle-Based Fluid Simulation with Rigid Body Interaction | p. 189 |
Artificial Intelligence | p. 207 |
Introduction | p. 209 |
Applying Model-Based Decision-Making Methods to Games: Applying the Locust AI Engine to Quake III | p. 211 |
Achieving Coordination with Autonomous NPCs | p. 223 |
Behavior-Based Robotic Architectures for Games | p. 235 |
Constructing a Goal-Oriented Robot for Unreal Tournament Using Fuzzy Sensors, Finite-State Machines, and Extended Behavior Networks | p. 245 |
A Goal-Oriented Unreal Bot: Building a Game Agent with Goal-Oriented Behavior and Simple Personality Using Extended Behavior Networks | p. 259 |
Short-Term Memory Modeling Using a Support Vector Machine | p. 273 |
Using the Quantified Judgment Model for Engagement Analysis | p. 283 |
Designing a Multilayer, Pluggable Al Engine | p. 291 |
A Fuzzy-Control Approach to Managing Scene Complexity | p. 307 |
Scripting and Data-Driven Systems | p. 317 |
Introduction | p. 319 |
Scripting Language Survey | p. 323 |
Binding C/C++ Objects to Lua | p. 341 |
Programming Advanced Control Mechanisms with Lua Coroutines | p. 357 |
Managing High-Level Script Execution Within Multithreaded Environments | p. 371 |
Exposing Actor Properties Using Nonintrusive Proxies | p. 383 |
Game Object Component System | p. 393 |
Graphics | p. 405 |
Introduction | p. 407 |
Synthesis of Realistic Idle Motion for Interactive Characters | p. 409 |
Spatial Partitioning Using an Adaptive Binary Tree | p. 423 |
Enhanced Object Culling with (Almost) Oriented Bounding Boxes | p. 437 |
Skin Splitting for Optimal Rendering | p. 449 |
GPU Terrain Rendering | p. 461 |
Interactive Fluid Dynamics and Rendering on the GPU | p. 473 |
Fast Per-Pixel Lighting with Many Lights | p. 489 |
Rendering Road Signs Sharply | p. 501 |
Practical Sky Rendering for Games | p. 517 |
High Dynamic Range Rendering Using OpenGL Frame Buffer Objects | p. 529 |
Audio | p. 537 |
Introduction | p. 539 |
Real-Time Sound Generation from Deformable Meshes | p. 541 |
A Lightweight Generator for Real-Time Sound Effects | p. 549 |
Real-Time Mixing Busses | p. 555 |
Potentially Audible Sets | p. 561 |
A Cheap Doppler Effect | p. 573 |
Faking Real-Time DSP Effects | p. 583 |
Network and Multiplayer | p. 589 |
Introduction | p. 591 |
Dynamically Adaptive Streaming of 3D Data for Animated Characters | p. 593 |
Complex Systems-Based High-Level Architecture for Massively Multiplayer Games | p. 607 |
Generating Globally Unique Identifiers for Game Objects | p. 623 |
Massively Multiplayer Online Prototype Utilizing Second Life for Game Concept Prototyping | p. 629 |
Reliable Peer-to-Peer Gaming Connections Penetrating NAT | p. 641 |
About the CD-ROM | p. 651 |
Index | p. 653 |
Table of Contents provided by Ingram. All Rights Reserved. |
The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.
The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.