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9781933097015

Start Your Engines

by
  • ISBN13:

    9781933097015

  • ISBN10:

    1933097019

  • Format: Paperback
  • Copyright: 2005-09-20
  • Publisher: Paraglyph Pr
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List Price: $39.99

Summary

Learn all of the secrets and programming techniques of developing one of the most popular style of games. This book features the physics, and AI, and 3D techniques of driving- from road conditions to collisions- presented in a unique step-by-step format. The book is based on a customizable construction kit approach. Driving and racing games are one of the most popular style of games and this book is the first hands-on programming guide that shows you actually how to build them and customize them.

Table of Contents

Introduction xix
Part I Essentials of Developing Driving and Racing Games
Chapter 1 Starting Your Engines-Basic Design Elements
1(24)
The Key Properties of Driving Games
2(1)
The Top Ten Driving Games
3(13)
Learning from the Best?
16(7)
Venue
16(1)
Conflict
17(1)
Speed
18(1)
Physics
19(1)
Graphics and Sound
20(1)
Props
20(1)
Interface
21(2)
Summary
23(2)
Chapter 2 Game Architecture for Driving and Racing Games
25(28)
The Components of a Driving/Racing Game
26(1)
Presenting the Virtual Universe
26(6)
Inside the Graphics System
27(4)
Inside the Audio System
31(1)
Playing the Game by the Rules
32(4)
Most of a Computer Game Is Hidden
32(1)
The Artificial Intelligence
32(1)
An Example AI System-A Simple 2D Maze/Chase Game
33(2)
Creating Design Documents
35(1)
Defining the Game State
36(4)
Global State Variables
37(1)
Push/Pull (Client-Server)
37(1)
Managers
38(1)
Broadcast-Listener
38(1)
Database Management System
39(1)
Shared and Global Entities
39(1)
Making a Game Function on a Computer
40(12)
Controlling Time
42(2)
Controlling Objects
44(8)
Summary
52(1)
Chapter 3 Basic Graphics for Driving and Racing Games
53(44)
Essential Review of Computer Graphics
54(21)
Objects Are Polygons
54(1)
Storing and Drawing Polygons
55(2)
Working with Geometry
57(6)
Shading
63(4)
Viewing
67(5)
Texture Mapping
72(3)
Introducing OpenGL
75(21)
Manipulating Windows in OpenGL
76(1)
GLUT
77(7)
Basic Graphics Operations
84(12)
Summary
96(1)
Chapter 4 Building a Basic 3D Driving Game
97(20)
How Gopher-it Actually Works
98(5)
2D Graphics and the Display
98(3)
Drawing the Icons
101(1)
Timing
102(1)
Gopher-it 3D Graphics I
103(12)
Adding the Third Dimension
103(3)
Player Control
106(1)
Icons
107(3)
Texture Mapping 108 Backdrops
110(5)
Summary
115(2)
Part II Building More Realistic Simulations
Chapter 5 Game Al and Collision Detection
117(28)
Basic Collision Detection
119(6)
Collisions in One Dimension
119(3)
Collisions in Two Dimensions
122(3)
3D Broad Phase Collision Detection
125(17)
Operational Methods
125(1)
Using Geometric Tests
126(14)
Narrow Phase Collision Detection
140(2)
Collision Detection Packages
142(2)
QuickCD
143(1)
Vclip
143(1)
ColDet
143(1)
I-Collide
144(1)
Swift
144(1)
RAPID
144(1)
Summary
144(1)
Chapter 6 Incorporating Intelligent Opponents
145(32)
The Basics of Autonomous Control
146(19)
How to Control a Car
147(10)
Using Finite State Machines
157(8)
Recovery-Getting Back on Track
165(11)
Handling Unobstructed Paths
166(3)
Obstructed Paths
169(7)
The Robot Auto Racing Simulator (BARS)
176(1)
Summary
176(1)
Chapter 7 Audio for Driving and Racing Games
177(28)
Basic Audio Concepts
178(2)
Introducing OpenAL
180(23)
Playing a Sound File
182(9)
Changing Attributes
191(6)
Playing Audio Data from Memory
197(5)
Cleaning Up
202(1)
Summary
203(2)
Chapter 8 Using Ambient Traffic
205(20)
Stochastic Navigation
206(4)
Steering Behavior
208(2)
Driving through Intersections
210(14)
Implementing Intersection Behavior-A Walkthrough
211(11)
A Complete Behavior Model
222(2)
Summary
224(1)
Chapter 9 Physics for Driving and Racing Games
225(28)
Basic Straight-Line Car Physics
226(7)
The Nature of the Basic Forces
227(3)
Braking and Weight Transfer
230(3)
Transfer of Force to the Wheels: Engine and Transmission
233(5)
Moving from a Standing Start
237(1)
Motion in Two Dimensions
238(7)
Low Speed Turns
239(3)
High Speed Turns
242(3)
Cheating-How to Fake Physics
245(6)
Controlling Speed
246(5)
Summary
251(2)
Chapter 10 Simulating Continuous Time
253(32)
The Game Loop and Time
254(3)
Continuous Time in Gopher-it-Using GLUT
257(6)
Continuous Motion
259(4)
Using the Win32 Native API
263(14)
Initialization
264(2)
Window Creation
266(1)
The Event Loop
267(1)
Callbacks
267(1)
A Hook to OpenGL
268(4)
Organizing the Code
272(2)
Demo2: Drawing Using OpenGL and WGL
274(3)
Continuous Time in Win32
277(3)
Handling Flicker
280(3)
Double Buffers Using GLUT
281(1)
Double Buffers Using Win32
282(1)
Summary
283(2)
Part III Advanced Techniques
Chapter 11 Cinematography for Driving and Racing Games
285(18)
Using Third-Person Cameras
286(3)
Implementing the Simple Third-Person Camera
287(9)
Using a First-Person Ground Level Camera
296
Fixed Cameras and Camera Placement
289(13)
Ceiling Camera
299(1)
Multiple Fixed Cameras
299(3)
Summary
302(1)
Chapter 12 Creating Terrains
303(28)
Representing Terrains
303(13)
Designing a Terrain
304(1)
Creating "Random" Terrain
305(3)
Rendering the Height Grid
308(4)
Speeding Up Terrain Rendering
312(2)
Mapping Texture onto the Terrain
314(2)
Creating Objects
316(4)
The Alias Wavefront OBJ Format
317(3)
A Complex Object-A Mars Rover
320(1)
Using Level of Detail (LOD)
320(9)
A Hint for Creating Buildings, Trees, and Other Objects
329(1)
Summary
330(1)
Chapter 13 Designing the Manic Mars Racer Game
331(20)
Manic Mars Racer-The High-Concept Design Document
332(5)
2 Game Design
335(1)
4 Sound
336(1)
5 Key Feature Summary
336(1)
A Casual Description of the Game
337(3)
The Terrain
337(2)
The Human Base
339(1)
The Martian Base
339(1)
Artifacts and Props
339(1)
Collisions
340(1)
Manic Mars Racer-Technical Design Document
340(9)
1 Introduction
340(1)
2 Game Architecture
341(1)
3 Event Manager
342(1)
4 Input Manager
343(1)
5 Front-End
344(1)
6 Game AI Module
345(11)
6.3 Terrain/World Representation
348(1)
Summary
349(2)
Chapter 14 Coding the Manic Mars Racer Game
351(24)
Implementing the Messaging System
352(3)
Using a Nifty Finite State Machine Scheme
355(1)
Implementing the Graphics
356(8)
Dust Devils and Smoke
357(2)
Quaternions
359(1)
The Heads-Up Display (HUD)
360(4)
Creating The Terrain
364(3)
Perlin Noise
365(2)
Ray Casting
367(1)
Implementing the Game AI: The Martian
367(4)
Extended (EAX) Audio
371(1)
Extending MMR
372(1)
Summary
373(2)
Chapter 15 The Bonus Game-Charged!
375(30)
Introducing Charged!
375(2)
Game Design
377(3)
Layout and Feel
380(2)
Sound Effects
382(2)
Implementation of Key Features
384(2)
Summary
386(1)
References and Resources 387(14)
Appendix A High-Concept Design Document for Gopher-it 401(4)
Appendix B Math Tutorial for Developing Driving and Racing Games 405(20)
Elementary Trigonometry
405(4)
Straight Lines
409(3)
Vectors
412(3)
Dot ProductDot Product
414(1)
Cross Product
414(1)
The Plane
415(1)
Normal to a Plane
415(1)
Back-Face and Culling
416(1)
Transformations
416(1)
Reflection
416(1)
Scaling
417(1)
Translation
417(1)
Basic Matrix Operations
417(3)
Interpolation
420(2)
Basic Physics
422(3)
Index 425

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