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9781584504504

Game Programming Gems 6

by
  • ISBN13:

    9781584504504

  • ISBN10:

    1584504501

  • Edition: 1st
  • Format: Hardcover
  • Copyright: 2006-03-07
  • Publisher: Cengage Learning

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Summary

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!

Table of Contents

Forewordp. xi
Prefacep. xv
About the Cover Imagep. xxi
Contributor Biosp. xxiii
General Programmingp. 1
Introductionp. 3
Lock-Free Algorithmsp. 5
Utilizing Multicore Processors with OpenMPp. 17
Computer Vision in Games Using the OpenCV Libraryp. 25
Geographic Grid Registration of Game Objectsp. 39
BSP Techniquesp. 49
Closest-String Matching Algorithmp. 69
Using CppUnit To Implement Unit Testingp. 79
Fingerprinting Pre-Release Builds To Deter and Detect Piracyp. 97
Faster File Loading with Access-Based File Reorderingp. 103
Stay in the Game: Asset Hotloading for Fast Iterationp. 109
Mathematics and Physicsp. 117
Introductionp. 119
Floating-Point Tricksp. 121
GPU Computation in Projective Space Using Homogeneous Coordinatesp. 137
Solving Systems of Linear Equations Using the Cross Productp. 149
Sequence Indexing for Game Developmentp. 161
Exact Buoyancy for Polyhedrap. 175
Real-Time Particle-Based Fluid Simulation with Rigid Body Interactionp. 189
Artificial Intelligencep. 207
Introductionp. 209
Applying Model-Based Decision-Making Methods to Games: Applying the Locust AI Engine to Quake IIIp. 211
Achieving Coordination with Autonomous NPCsp. 223
Behavior-Based Robotic Architectures for Gamesp. 235
Constructing a Goal-Oriented Robot for Unreal Tournament Using Fuzzy Sensors, Finite-State Machines, and Extended Behavior Networksp. 245
A Goal-Oriented Unreal Bot: Building a Game Agent with Goal-Oriented Behavior and Simple Personality Using Extended Behavior Networksp. 259
Short-Term Memory Modeling Using a Support Vector Machinep. 273
Using the Quantified Judgment Model for Engagement Analysisp. 283
Designing a Multilayer, Pluggable Al Enginep. 291
A Fuzzy-Control Approach to Managing Scene Complexityp. 307
Scripting and Data-Driven Systemsp. 317
Introductionp. 319
Scripting Language Surveyp. 323
Binding C/C++ Objects to Luap. 341
Programming Advanced Control Mechanisms with Lua Coroutinesp. 357
Managing High-Level Script Execution Within Multithreaded Environmentsp. 371
Exposing Actor Properties Using Nonintrusive Proxiesp. 383
Game Object Component Systemp. 393
Graphicsp. 405
Introductionp. 407
Synthesis of Realistic Idle Motion for Interactive Charactersp. 409
Spatial Partitioning Using an Adaptive Binary Treep. 423
Enhanced Object Culling with (Almost) Oriented Bounding Boxesp. 437
Skin Splitting for Optimal Renderingp. 449
GPU Terrain Renderingp. 461
Interactive Fluid Dynamics and Rendering on the GPUp. 473
Fast Per-Pixel Lighting with Many Lightsp. 489
Rendering Road Signs Sharplyp. 501
Practical Sky Rendering for Gamesp. 517
High Dynamic Range Rendering Using OpenGL Frame Buffer Objectsp. 529
Audiop. 537
Introductionp. 539
Real-Time Sound Generation from Deformable Meshesp. 541
A Lightweight Generator for Real-Time Sound Effectsp. 549
Real-Time Mixing Bussesp. 555
Potentially Audible Setsp. 561
A Cheap Doppler Effectp. 573
Faking Real-Time DSP Effectsp. 583
Network and Multiplayerp. 589
Introductionp. 591
Dynamically Adaptive Streaming of 3D Data for Animated Charactersp. 593
Complex Systems-Based High-Level Architecture for Massively Multiplayer Gamesp. 607
Generating Globally Unique Identifiers for Game Objectsp. 623
Massively Multiplayer Online Prototype Utilizing Second Life for Game Concept Prototypingp. 629
Reliable Peer-to-Peer Gaming Connections Penetrating NATp. 641
About the CD-ROMp. 651
Indexp. 653
Table of Contents provided by Ingram. All Rights Reserved.

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