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General Programming | p. 1 |
Introduction | p. 3 |
Efficient Cache Replacement Using the Age and Cost Metrics | p. 5 |
High Performance Heap Allocator | p. 15 |
Optical Flow for Video Games Played with Webcams | p. 25 |
Design and Implementation of a Multi-Platform Threading Engine | p. 35 |
For Bees and Gamers: How to Handle Hexagonal Tiles | p. 47 |
A Sketch-Based Interface to Real-Time Strategy Games Based on a Cellular Automaton | p. 59 |
Foot Navigation Technique for First-Person Shooting Games | p. 69 |
Deferred Function Call Invocation System | p. 81 |
Multithread Job and Dependency System | p. 87 |
Advanced Debugging Techniques | p. 97 |
Math and Physics | p. 107 |
Introduction | p. 109 |
Random Number Generation | p. 113 |
Fast Generic Ray Queries for Games | p. 127 |
Fast Rigid-Body Collision Detection Using Farthest Feature Maps | p. 143 |
Using Projective Space to Improve Precision of Geometric Computations | p. 153 |
XenoCollide: Complex Collision Made Simple | p. 165 |
Efficient Collision Detection Using Transformation Semantics | p. 179 |
Trigonometric Splines | p. 191 |
Using Gaussian Randomness to Realistically Vary Projectile Paths | p. 199 |
AI | p. 205 |
Introduction | p. 207 |
Creating Interesting Agents with Behavior Cloning | p. 209 |
Designing a Realistic and Unified Agent-Sensing Model | p. 217 |
Managing AI Algorithmic Complexity: Generic Programming Approach | p. 229 |
All About Attitude: Building Blocks for Opinion, Reputation, and NPC Personalities | p. 249 |
Understanding Intelligence in Games Using Player Traces and Interactive Player Graphs | p. 265 |
Goal-Oriented Plan Merging | p. 281 |
Beyond A*: IDA* and Fringe Search | p. 289 |
Audio | p. 295 |
Introduction | p. 297 |
Audio Signal Processing Using Programmable Graphics Hardware | p. 299 |
MultiStream - The Art of Writing a Next-Gen Audio Engine | p. 305 |
Listen Carefully, You Probably Won't Hear This Again | p. 321 |
Real-Time Audio Effects Applied | p. 331 |
Context-Driven, Layered Mixing | p. 341 |
Graphics | p. 349 |
Introduction | p. 351 |
Advanced Particle Deposition | p. 353 |
Reducing Cumulative Errors in Skeletal Animations | p. 365 |
An Alternative Model for Shading of Diffuse Light for Rough Materials | p. 373 |
High-Performance Subdivision Surfaces | p. 381 |
Animating Relief Impostors Using Radial Basis Functions Textures | p. 401 |
Clipmapping on SM1.1 and Higher | p. 413 |
An Advanced Decal System | p. 423 |
Mapping Large Textures for Outdoor Terrain Rendering | p. 435 |
Art-Based Rendering with Graftal Imposters | p. 447 |
Cheap Talk: Dynamic Real-Time Lipsync | p. 455 |
Networking and Multiplayer | p. 463 |
Introduction | p. 465 |
High-Level Abstraction of Game World Synchronization | p. 467 |
Authentication for Online Games | p. 481 |
Game Network Debugging with Smart Packet Sniffers | p. 491 |
Scripting and Data-Driven Systems | p. 499 |
Introduction | p. 501 |
Automatic Lua Binding System | p. 503 |
Serializing C++ Objects into a Database Using Introspection | p. 517 |
Dataports | p. 535 |
Support Your Local Artist: Adding Shaders to Your Engine | p. 541 |
Dance with Python's AST | p. 555 |
Index | |
Table of Contents provided by Blackwell. 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.