Fülszöveg
GAME PROGRAM^JJ^
With every new volume, the Gniiic Prcfflmiming Gems series continues to provide a road map through the vast array of development challenges facing today's game programmers. With the wisdom of many industry e-xperts, Gems 5 includes 62 newly unearthed gems that were poHshed up for your reading pleasure.These gems are filled with practical insights and techniques that will solve your current problems and help inspire future games.
You and your team need to develop for today's platforms, while preparing for the new technology looming on the horizon and with the tools provided here, you can! So dig into this new collection and put it to work.
SECTION HIGHLIGHTS:
¦ GENERAL PROGRAMMING: parsing text data in games, using templates for reflection in C++, a generic pager, CSG construction using BSP trees, building Lua into games
¦ MATHEMATICS: geometric algebra for computer graphics, minimal acceleration hermite curves, minimal numerical approximation, oblique view...
Tovább
Fülszöveg
GAME PROGRAM^JJ^
With every new volume, the Gniiic Prcfflmiming Gems series continues to provide a road map through the vast array of development challenges facing today's game programmers. With the wisdom of many industry e-xperts, Gems 5 includes 62 newly unearthed gems that were poHshed up for your reading pleasure.These gems are filled with practical insights and techniques that will solve your current problems and help inspire future games.
You and your team need to develop for today's platforms, while preparing for the new technology looming on the horizon and with the tools provided here, you can! So dig into this new collection and put it to work.
SECTION HIGHLIGHTS:
¦ GENERAL PROGRAMMING: parsing text data in games, using templates for reflection in C++, a generic pager, CSG construction using BSP trees, building Lua into games
¦ MATHEMATICS: geometric algebra for computer graphics, minimal acceleration hermite curves, minimal numerical approximation, oblique view frustums for mirrors and portals
¦ ARTIFICIAL INTELLIGENCE: fast target ranking using an AI potential field, parallel AI development with PVM, beyond A', Dynamic A star, cover finding with navigation meshes
¦ PHYSICS: aerodynamics for game physics, realistic cloth animation using the mass-spring model, pressurized soft-body model, realistic camera movement in a 3D car simulator
¦ GRAPHICS: dimensional impostors for realistic trees and forests, gridless controllable fire, explosion efíects using billboard particles, gemstone rendering, procedural level generation
¦ NETWORK & MULTIPLAYER: keeping an MMOG online & persistent, seamless world server, a vulgarity filtering system, remote procedure call system, safe random number systems
¦ AUDIO: multithreaded audio techniques, sound management by group, using 3D surfaces as audio emitters, reverb based on feedback delay networks, single-speaker speech recognition
Michael Dickhciser. Physics Mark DeLoura, .Hiirf/u
Section Editors:
William E. Damon III. Cciicml Prngmiiniiing Eric Lengyel, Miillicnuilics Robin Hunicke, ArliJ'iditl Intcilincmc Jason L. Mitchell, Graphics
Shekhar Dhupelia, Netmnli (ttui Miihiphiycr
Editors' Biographies
Kim Pallister is aTechnical Marketing Manager and Processor Evangelist with Intel's Software and Solutions Group. He is curreinly focused on real-time .3D grapliics technologies and game development. He has contributed many articles to the series and was the General Progrannning section editor for Vokniie ?i. Mark DeLoura, founding editor of the series, is the manager of developer relations for Sony Computer Entertainment America, with a focus oji PlayStation and future entertaiimient products.
Shelving: Game Programming / Game Development / Programming Level: Intermediate to Advanced
ISBN 1-584SD-352-1 U.S. $69.95 Canada $97.95
Vissza