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9781584505273

Game Programming Gems 7

by
  • ISBN13:

    9781584505273

  • ISBN10:

    1584505273

  • Edition: 1st
  • Format: Hardcover
  • Copyright: 2008-01-22
  • Publisher: Cengage Learning

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Summary

Welcome to the seventh volume of the must-have reference series for game developers, Game Programming Gems, the series that helped define the standards for game programming and continues to be an essential source for new, innovative techniques. "Game Programming Gems 7" provides the tools and inspiration that game developers need to excel. Featuring cutting-edge, ready-to-use techniques contributed by industry veterans and experts, this new collection is a key resource for inspiration, insight, and a plethora of time-saving, ready-to-use methods for the developer’s tool box! Gems 7 answers the needs of passionate developers, eager newcomers, voracious production requirements, and the demand for innovating and entertaining gameplay. Covering all the key development areas including math and physics, artificial intelligence, audio, and even scripting and data-driven systems, each section is edited by an expert in the field to ensure that the ideas are original, accurate, and useful.There are gems that contribute directly to a player’s experience of the game, including audio production gems and human-game interactions. Does your development team include a DBA? Inside you’ll find a gem that suggests ways to integrate your object system with a relational database. Recognizing the need for good solutions for managing ever-increasing team sizes and facilitating efficient internal and external communications, there is a networking gem that applies tools to multiplayer development that are common to many network administrators, but may not yet have widespread use in our industry. Dig into this new volume of useful, practical ideas and techniques and get ready to make games that are more inventive, entertaining, and satisfying!

Table of Contents

General Programmingp. 1
Introductionp. 3
Efficient Cache Replacement Using the Age and Cost Metricsp. 5
High Performance Heap Allocatorp. 15
Optical Flow for Video Games Played with Webcamsp. 25
Design and Implementation of a Multi-Platform Threading Enginep. 35
For Bees and Gamers: How to Handle Hexagonal Tilesp. 47
A Sketch-Based Interface to Real-Time Strategy Games Based on a Cellular Automatonp. 59
Foot Navigation Technique for First-Person Shooting Gamesp. 69
Deferred Function Call Invocation Systemp. 81
Multithread Job and Dependency Systemp. 87
Advanced Debugging Techniquesp. 97
Math and Physicsp. 107
Introductionp. 109
Random Number Generationp. 113
Fast Generic Ray Queries for Gamesp. 127
Fast Rigid-Body Collision Detection Using Farthest Feature Mapsp. 143
Using Projective Space to Improve Precision of Geometric Computationsp. 153
XenoCollide: Complex Collision Made Simplep. 165
Efficient Collision Detection Using Transformation Semanticsp. 179
Trigonometric Splinesp. 191
Using Gaussian Randomness to Realistically Vary Projectile Pathsp. 199
AIp. 205
Introductionp. 207
Creating Interesting Agents with Behavior Cloningp. 209
Designing a Realistic and Unified Agent-Sensing Modelp. 217
Managing AI Algorithmic Complexity: Generic Programming Approachp. 229
All About Attitude: Building Blocks for Opinion, Reputation, and NPC Personalitiesp. 249
Understanding Intelligence in Games Using Player Traces and Interactive Player Graphsp. 265
Goal-Oriented Plan Mergingp. 281
Beyond A*: IDA* and Fringe Searchp. 289
Audiop. 295
Introductionp. 297
Audio Signal Processing Using Programmable Graphics Hardwarep. 299
MultiStream - The Art of Writing a Next-Gen Audio Enginep. 305
Listen Carefully, You Probably Won't Hear This Againp. 321
Real-Time Audio Effects Appliedp. 331
Context-Driven, Layered Mixingp. 341
Graphicsp. 349
Introductionp. 351
Advanced Particle Depositionp. 353
Reducing Cumulative Errors in Skeletal Animationsp. 365
An Alternative Model for Shading of Diffuse Light for Rough Materialsp. 373
High-Performance Subdivision Surfacesp. 381
Animating Relief Impostors Using Radial Basis Functions Texturesp. 401
Clipmapping on SM1.1 and Higherp. 413
An Advanced Decal Systemp. 423
Mapping Large Textures for Outdoor Terrain Renderingp. 435
Art-Based Rendering with Graftal Impostersp. 447
Cheap Talk: Dynamic Real-Time Lipsyncp. 455
Networking and Multiplayerp. 463
Introductionp. 465
High-Level Abstraction of Game World Synchronizationp. 467
Authentication for Online Gamesp. 481
Game Network Debugging with Smart Packet Sniffersp. 491
Scripting and Data-Driven Systemsp. 499
Introductionp. 501
Automatic Lua Binding Systemp. 503
Serializing C++ Objects into a Database Using Introspectionp. 517
Dataportsp. 535
Support Your Local Artist: Adding Shaders to Your Enginep. 541
Dance with Python's ASTp. 555
Index
Table of Contents provided by Blackwell. All Rights Reserved.

Supplemental Materials

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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.

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