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Uncover the secrets of the game industry's best programmers with the newest volume of the Game Programming Gems series
GAME PROGRA^^
Edited hy Andrew Kirmse
With over 60 all new techniques, Game Programming Gems 4 continues to be the definitive resource for developers. Written by expert game developers who make today's amazing games, these articles not only provide quick solutions to cutting-edge problems, but they provide insights that you'll return to again and again. They'll spark your creativity and inspire your own discoveries.
For the past few years, the game industry has been on an incredible journey of exploration and innovation. In conjunction with this journey, the scope of the Game Programming Gems series has broadened as well. With the variety of new platforms available, coverage has been expanded to include alternative languages and third party APIs. Most code is written in C++, but some interpreted languages (Java and Python) are also represented. The graphics articles make use of OpenGL, DirectX, and the various available shader languages. Volume 4 also includes an aU new physics section that teaches innovative techniques for implementing real-time physics that wiU help you create emergent gameplay. And to make searching between all four volumes of the series easy and efficient, we have added a cumulative index.
This new volume is a definite must-have resource for every game programmer's library!
Section Editors:
Chris Corry, General Programming PaulTozour, Artificial hiteliigeme
Jonathan Blow, Mathematics Alex Vlachos, Graphics
Graham Rhodes, Physics Eddie Edwards, Audio Pete Isensee, Network & Multiplayer
Section Highlights:
¦ General Programming: the science of debugging games, large cross-platform libraries, generic tree container in C++, weak references and null objects, system for managing game entities
¦ Mathematics: using the Mersenne Twister, extracting frustum and camera information, solving accuracy problems in large world coordinates, using the covariance matrix for better fitting bounding objects
¦ Physics (New): algorithms for combat kilhng, vehicle physics simulation for CPU-limited systems, constraints in -rigid body dynamics, interactive water surfaces
¦ Artificial Intelligence: third-person camera navigation, using AI to enhance dramatic tension, NPC decision inaking, distributed-reasoning voting architecture
¦ Graphics: GPU shadow volume construction for non-closed meshes, perspective shadow maps, shadow buffers, motion capture data compression, terrain occlusion culling with horizons
¦ Network & Multiplayer: efficient MMP game state storage, apphcation of parallel-state machines in a client-server environment, bit packing, time and consistency management for multi-server based IVlMORPGs
¦ Audio: introduction to OpenAL, real-time lip synching, dynamic variables and audio progranuiiing, controUing realtime sound synthesis from game physics
Editors' Biographies
Andrew Kirmse was the co-inventor and director oi Meridian 59 {1996), and the graphics programmer on StarWari: Starfighter (2001). He
has degrees in physics, mathematics, and computer science from the Massachusetts Institute oflechnology, and currently works for LucasArts
Entertainment Company. He has contributed to all three volumes in the Game Pragrtiimimg Gems series, and served as the section editor for
Network and Multiplayer Programming for Game Programming Gems 3. Mark DeLoura, founding editor of the series, is the manager of
developer relations for Sony Computer Entertainment America, with a focus on PlayStation and future entertainment products.
Shelving: Game Programming I Game Development / Programming Level: Intermediate to Advanced
ISBN 1-58450-295-9 U.S. $69.95 Canada $97.95
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