Game Programming Gems 1
SECTION 1 PROGRAMMING TECHNIQUES
//z 2014-07-18 17:12:26 L.166'24454 BG57IV3@XCL T2649809119.K.F1752546504[T8,L150,R7,V167] 1.0 | The Magic of Data-Driven Design |
1.1 | Object-Oriented Programming and Design Techniques |
1.2 | Fast Math Using Template Metaprogramming |
1.3 | An Automatic Singleton Utility |
1.4 | Using the STL in Game Programming |
1.5 | A Generic Function-Binding Interface |
1.6 | A Generic Handle-Based Resource Manager |
1.7 | Resource and Memory Management |
1.8 | Fast Data Load Trick |
1.9 | Frame-Based Memory Allocation |
1.10 | Simple, Fast Bit Arrays |
1.11 | A Network Protocol for Online Games |
1.12 | Squeezing More Out of Assert |
1.13 | Stats: Real-Time Statistics and In-Game Debugging |
1.14 | Real-Time In-Game Profiling |
SECTION 2 MATHEMATICS
2.0 | Predictable Random Numbers |
2.1 | Interpolation Methods |
2.2 | Integrating the Equations of Rigid Body Motion |
2.3 | Polynomial Approximations to Trigonometric Functions |
2.4 | Using Implicit Euler Integration for Numerical Stability |
2.5 | Wavelets: Theory and Compression |
2.6 | Interactive Simulation of Water Surfaces |
2.7 | Quaternions for Game Programming |
2.8 | Matrix-Quaternion Conversions |
2.9 | Interpolating Quaternions |
2.10 | The Shortest Arc Quaternion |
SECTION 3 ARTIFICIAL INTELLIGENCE
3.0 | Designing a General Robust AI Engine |
3.1 | A Finite-State Machine Class |
3.2 | Game Trees |
3.3 | The Basics of A* for Path Planning |
3.4 | A* Aesthetic Optimizations |
3.5 | A* Speed Optimizations |
3.6 | Simplified 3D Movement and Pathfinding Using Navigation Meshes |
3.7 | Flocking: A Simple Technique for Simulating Group Behavior |
3.8 | Fuzzy Logic for Video Games |
3.9 | A Neural-Net Primer |
SECTION 4 POLYGONOL TECHNIQUES
4.0 | Optimizing Vertex Submissions for OpenGL |
4.1 | Tweaking A Vertex’s Projected Depth Value |
4.2 | The Vector Camera |
4.3 | Camera Control Techniques |
4.4 | A Fast Cylinder-Frustum Intersection Test |
4.5 | 3D Collision Detection |
4.6 | Multi-Resolution Maps for Interaction Detection |
4.7 | Computing the Distance into a Sector |
4.8 | Object Occlusion Culling |
4.9 | Never Let ‘Em See You Pop - Issues in Geometric Level of Detail Selection |
4.10 | Octree Construction |
4.11 | Loose Octrees |
4.12 | View-Independent Progressive Meshing |
4.13 | Interpolated 3D Keyframe Animation |
4.14 | A Fast and Simple Skinning Techniques |
4.15 | Filling the Gaps - Advanced Animation Using Stitching and Skinning |
4.16 | Real-Time Realistic Terrain Generation |
4.17 | Fractal Terrain Generation - Fault Formation |
4.18 | Fractal Terrain Generation - Midpoint Displacement |
4.19 | Fractal Terrain Generation - Particle Deposition |
SECTION 5 PIXEL EFFECTS
5.0 | 2D Lens Flare |
5.1 | Using 3D Hardware for 2D Sprite Effects |
5.2 | Motif-Based Static Lighting |
5.3 | Simulated Real-Time Lighting Using Vertex Color Interpolation |
5.4 | Attenuation Maps |
5.5 | Advanced Texturing Using Texture Coordinate Generation |
5.6 | Hardware Bump Mapping |
5.7 | Ground-Plane Shadows |
5.8 | Real-Time Shadows on Complex Objects |
5.9 | Improving Environment-Mapped Reflection Using Glossy Prefiltering and the Fresnel Term |
5.10 | Convincing-Looking Glass for Games |
5.11 | Refraction Mapping for Liquids in Containers |
SECTION 6 APPENDIX
6.0 | The Matrix Utility Library |
6.1 | The Text Utility Library |
6.2 | About the CD-ROM |
Index Game Programming Gems 2
Preface | (xxi) |
About the Cover Image | (xxv) |
Author Bios | (xxvii) |
SECTION 1 GENERAL PROGRAMMING (1)
Introduction: General Programming | (3) |
1.1 | Optimization for C++ Games | (5) |
1.2 | Inline Functions Versus Macros | (16) |
1.3 | Programming with Abstract Interfaces | (5) |
1.4 | Exporting C++ Classes from DLLs | (28) |
1.5 | Protect Yourself from DLL Hell and Missing OS Functions | (33) |
1.6 | Dynamic Type Information | (38) |
1.7 | A Property Class for Generic C++ Member Access | (46) |
1.8 | A Game Entity Factory | (51) |
1.9 | Adding Deprecation Facilities to C++ | (62) |
1.10 | A Drop-in Debug Memory Manager | (66) |
1.11 | A Built-in Game Profiling Module | (74) |
1.12 | Linear Programming Model for Windows-based Games | (80) |
1.13 | Stack Winding | (85) |
1.14 | Self-Modifying Code | (91) |
1.15 | File Management Using Resource Files | (100) |
1.16 | Game input Recording and Playback | (105) |
1.17 | A Flexible Text Parsing System | (112) |
1.18 | A Generic Tweaker | (118) |
1.19 | Genuine Random Number Generation | (127) |
1.20 | Using Bloom Filters to improve Computational Performance | (133) |
1.21 | 3ds max Skin Exporter and Animation Toolkit | (141) |
1.22 | Using Web Cameras in Video Games | (153) |
SECTION 2 MATHEMATICS (163)
Introduction: Mathematics | (165) |
2.1 | Floating-Point Tricks: Improving Performance with IEEE Floating Point | (167) |
2.2 | Vector and Plane Tricks | (182) |
2.3 | Fast, Robust Intersection of 3D Line Segments | (191) |
2.4 | Inverse Trajectory Determination | (205) |
2.5 | The Parallel Transport Frame | (215) |
2.6 | Smooth C2 Quaternion-based Flythrough Paths | (220) |
2.7 | Recursive Dimensional CLustering: A Fast Algorithm for Collision Detection | (228) |
2.8 | Programming Fractals | (239) |
SECTION 3 ARTIFICIAL INTELLIGENCE (247)
Introduction: Artificial Intelligence | (249) |
3.1 | Strategies for Optimizing AI | (251) |
3.2 | Micro-Threads for Game Object AI | (258) |
3.3 | Managing AI with Micro-Threads | (265) |
3.4 | An Architecture for RTS Command Queuing | (273) |
3.5 | A High-Performance Tile-Based Line-of-Sight and Search System | (279) |
3.6 | Influence Mapping | (287) |
3.7 | Strategic Assessment Techniques | (298) |
3.8 | Terrain Reasoning for 3D Action Games | (307) |
3.9 | Expanded Geometry for Points-of-Visibility Pathfinding | (317) |
3.10 | Optimizing Points-of-Visibility Pathfinding | (324) |
3.11 | Flocking with Teeth: Predators and Prey | (330) |
3.12 | A Generic Fuzzy State Machine in C++ | (337) |
3.13 | Imploding Combinatorial Explosion in a Fuzzy System | (342) |
3.14 | Using a Neutral Network in a Game: A Concrete Example | (351) |
SECTION 4 GEOMETRY MANAGEMENT (359)
Introduction: Geometry Management | (361) |
4.1 | Comparison of VIPM Methods | (363) |
4.2 | Simplified Terrain Using Interlocking Tiles | (377) |
4.3 | Sphere Trees for Fast Visibility Culling, Ray Tracing and Range Searching | (384) |
4.4 | Compressed Axis-Aligned Bounding Box Trees | (388) |
4.5 | Direct Access Quadtree Lookup | (394) |
4.6 | Approximating Fish Tank Refractions | (402) |
4.7 | Rendering Print Resolution Screenshots | (406) |
4.8 | Applying Decals to Arbitrary Surfaces | (411) |
4.9 | Rendering Distans Scenery with Skyboxes | (416) |
4.10 | Self-Shadowing Characters | (421) |
4.11 | Classic Super Mario 64 Third-Person Control and Animation | (425) |
SECTION 5 GRAPHICS DISPLAY (433)
Introduction: Graphics Display | (435) |
5.1 | Cartoon Rendering: Real-Time Silhouette Edge Detection and Rendering | (436) |
5.2 | Cartoon Rendering Using Texture Mapping and Programmable Vertex Shaders | (444) |
5.3 | Dynamix Per-Pixel Lighting Technique | (452) |
5.4 | Generating Procedural Clouds using 3D Hardware | (463) |
5.5 | Texture Masking for Faster Lens Flare | (474) |
5.6 | Practical Priority Buffer Shadows | (481) |
5.7 | Impostors: Adding Clutter | (488) |
5.8 | Operations for Hardware-Accelerated Procedural Texture Animation | (497) |
Game Programming Gems 3
Foreword | (xi) |
Preface | (xv) |
Acknowledgments | (xix) |
About the Cover Image | (xxi) |
Contributor Bios | (xxiii) |
SECTION 1 GENERAL PROGRAMMING (1)
Introduction | (3) |
1.1 | Scheduling Game Events | (5) |
1.2 | An Object-Composition Game Framework | (15) |
1.3 | Finding Redeeming Value in C-Style Macros | (26) |
1.4 | Platform-Independent, Function-Binding Code Generator | (38) |
1.5 | Handle-Based Smart Pointers | (44) |
1.6 | Custom STL Allocators | (49) |
1.7 | Save Me Now | (59) |
1.8 | Autolists Design Pattern | (64) |
1.9 | Floating-Point Exception Handling | (69) |
1.10 | Programming a Game Design-Compliant Engine Using UML | (73) |
1.11 | Using Lex and Yacc To Parse Custom Data Files | (83) |
1.12 | Developing Games for a World Market | (92) |
1.13 | Real-Time Input and UI in 3D Games | (109) |
1.14 | Natural Selection: The Evolution of Pie Menus | (117) |
1.15 | Lightweight, Policy-Based Logging | (129) |
1.16 | Journaling Services | (136) |
1.17 | Real-Time Hierarchical Profiling | (146) |
SECTION 2 MATHEMATICS (153)
Introduction | (155) |
2.1 | Fast Base-2 Functions for Logarithms and Random Number Generation | (157) |
2.2 | Using Vector Fractions for Exact Geometry | (160) |
2.3 | More Approximations to Trigonometric Functions | (170) |
2.4 | Quaternion Compression | (187) |
2.5 | Constrained Inverse Kinematics | (192) |
2.6 | Cellular Automata for Physical Modeling | (200) |
2.7 | Coping with Friction in Dynamic Simulations | (215) |
SECTION 3 ARTIFICIAL INTELLIGENCE (227)
Introduction | (229) |
3.1 | Optimized Machine Learning with GoCap | (231) |
3.2 | Area Navigation: Expanding the Path-Finding Paradigm | (240) |
3.3 | Function Pointer-Based, Embedded Finite-State Machines | (256) |
3.4 | Terrain Analysis in an RTS-The Hidden Giant | (268) |
3.5 | An Extensible Trigger System for AI Agents, Objects, and Quests | (285) |
3.6 | Tactical Path-Finding with A | (294) |
3.7 | A Fast Approach to Navigation Meshes | (307) |
3.8 | Choosing a Relationship Between Path-Finding and Collision | (321) |
SECTION 4 GRAPHICS (333)
Introduction | (335) |
4.1 | T-Junction Elimination and Retriangulation | (338) |
4.2 | Fast Heightfield Normal Calculation | (344) |
4.3 | Fast Patch Normals | (349) |
4.4 | Fast and Simple Occlusion Culling | (353) |
4.5 | Triangle Strip Creation, Optimizations, and Rendering | (359) |
4.6 | Computing Optimized Shadow Volumes for Complex Data Sets | (367) |
4.7 | Subdivision Surfaces for Character Animation | (372) |
4.8 | Improved Deformation of Bones | (384) |
4.9 | A Framework for Realistic Character Locomotion | (394) |
4.10 | A Programmable Vertex Shader Compiler | (404) |
4.11 | Billboard Beams | (413) |
4.12 | 3D Tricks for Isometric Engines | (417) |
4.13 | Curvature Simulation Using Normal Maps | (424) |
4.14 | Methods for Dynamic, Photorealistic Terrain Lighting | (433) |
4.15 | Cube Map Lighting Techniques | (444) |
4.16 | Procedural Texturing | (452) |
4.17 | Unique Textures | (459) |
4.18 | Textures as Lookup Tables for Per-Pixel Lighting Computations | (467) |
4.19 | Rendering with Handcrafted Shading Models | (477) |
SECTION 5 NETWORK AND MULTIPLAYER (485)
Introduction | (487) |
5.1 | Minimizing Latency in Real-Time Strategy Games | (488) |
5.2 | Real-Time Strategy Network Protocol | (496) |
5.3 | A Flexible Simulation Architecture for Massively Multiplayer Games | (506) |
5.4 | Scaling Multiplayer Servers | (520) |
5.5 | Template-Based Object Serialization | (534) |
5.6 | Secure Sockets | (546) |
5.7 | A Network Monitoring and Simulation Tool | (557) |
5.8 | Creating Multiplayer Games with DirectPlay 8.1 | (561) |
5.9 | Wireless Gaming Using the Java Micro Edition | (573) |
SECTION 6 AUDIO (583)
Introduction | (585) |
6.1 | Audio Compression with Ogg Vorbis | (587) |
6.2 | Creating a Compelling 3D Audio Environment | (595) |
6.3 | Obstruction Using Axis-Aligned Bounding Boxes | (600) |
6.4 | Using the Biquad Resonant Filter | (606) |
6.5 | Linear Predictive Coding for Voice Compression and Effects | (613) |
6.6 | The Stochastic Synthesis of Complex Sounds | (622) |
6.7 | Real-Time Modular Audio Processing for Games | (630) |
Appendix: About the CD-ROM | (639) |
Contents |
Game Programming Gems 4
Foreword | (xi) |
Preface | (xv) |
Acknowledgments | (xvii) |
About the Cover Image | (xix) |
Contributor Bios | (xxi) |
SECTION 1 GENERAL PROGRAMMING (1)
Introduction | (3) |
1.1 | The Science of Debugging Games | (5) |
1.2 | An HTML-Based Logging and Debugging System | (19) |
1.3 | The Clock: Keeping Your Finger on the Pulse of the Game | (27) |
1.4 | Designing and Maintaining Large Cross-Platform Libraries | (35) |
1.5 | Fight Memory Fragmentation with Templated Freelists | (43) |
1.6 | A Generic Tree Container in C++ | (51) |
1.7 | The Beauty of Weak References and Null Objects | (61) |
1.8 | A System for Managing Game Entities | (69) |
1.9 | Address-Space Managed Dynamic Arrays for Windows and the Xbox | (85) |
1.10 | Critically Damped Ease-In/Ease-Out Smoothing | (95) |
1.11 | A Flexible, On-the-Fly Object Manager | (103) |
1.12 | Using Custom RTTI Properties to Stream and Edit Objects | (111) |
1.13 | Using XML without Sacrificing Speed | (125) |
SECTION 2 MATHEMATICS (137)
Introduction | (139) |
2.1 | Zobrist Hash Using the Mersenne Twister | (141) |
2.2 | Extracting Frustum and Camera Information | (147) |
2.3 | Solving Accuracy Problems in Large World Coordinates | (157) |
2.4 | Nonuniform Splines | (171) |
2.5 | Using the Covariance Matrix for Better-Fitting Bounding Objects | (183) |
2.6 | The Jacobian Transpose Method for Inverse Kinematics | (193) |
SECTION 3 PHYSICS (205)
Introduction | (207) |
3.1 | Ten Fingers of Death: Algorithms for Combat Killing | (209) |
3.2 | Vehicle Physics Simulation for CPU-Limited Systems | (221) |
3.3 | Writing a Verlet-Based Physics Engine | (231) |
3.4 | Constraints in Rigid Body Dynamics | (241) |
3.5 | Fast Contact Reduction for Dynamics Simulation | (253) |
3.6 | Interactive Water Surfaces | (265) |
3.7 | Fast Deformations with Multilayered Physics | (275) |
3.8 | Modal Analysis for Fast, Stable Deformation | (287) |
SECTION 4 ARTIFICIAL INTELLIGENCE (299)
Introduction | (301) |
4.1 | Third-Person Camera Navigation | (303) |
4.2 | Narrative Combat: Using AI to Enhance Tension in an Action Game | 315 |
4.3 | NPC Decision Making: Dealing with Randomness | (325) |
4.4 | An Object-Oriented Utility-Based Decision Architecture | (337) |
4.5 | A Distributed-Reasoning Voting Architecture | (345) |
4.6 | Attractors and Repulsors | (355) |
4.7 | Advanced Wall Building for RTS Games | (365) |
4.8 | Artificial Neural Networks on Programmable Graphics Hardware | (373) |
SECTION 5 GRAPHICS (379)
Introduction | (381) |
5.1 | Poster Quality Screenshots | (383) |
5.2 | GPU Shadow Volume Construction for Nonclosed Meshes | (393) |
5.3 | Perspective Shadow Maps | (399) |
5.4 | Combined Depth and ID-Based Shadow Buffers | (411) |
5.5 | Carving Static Shadows into Geometry | (427) |
5.8 | Techniques to Apply Team Colors to 3D Models | (451) |
5.9 | Fast Sepia Tone Conversion | (461) |
5.10 | Dynamic Gamma Using Sampled Scene Luminance | (465) |
5.11 | Heat and Haze Post-Processing Effects | (477) |
5.13 | Motion Capture Data Compression | (497) |
5.14 | Fast Collision Detection for 3D Bones-Based Articulated Characters | (503) |
5.15 | Terrain Occlusion Culling with Horizons | (515) |
SECTION 6 NETWORK AND MULTIPLAYER (529)
Introduction | (531) |
6.1 | General Lobby Design and Development | (533) |
6.2 | Thousands of Clients per Server | (541) |
6.3 | Efficient MMP Game State Storage | (555) |
6.4 | Practical Application of Parallel-State Machines in a Client-Server Environment | (563) |
6.5 | Bit Packing: A Network Compression Technique | (571) |
6.6 | Time and Consistency Management for Multiserver-Based MMORPGs | (579) |
SECTION 7 AUDIO (591)
Introduction | (593) |
7.1 | A Brief Introduction to OpenAL | (595) |
7.2 | A Simple Real-Time Lip-Synching System | (607) |
7.3 | Dynamic Variables and Audio Programming | (613) |
7.4 | Creating an Audio Scripting System | (621) |
7.5 | Implementing an Environmental Audio Solution Using EAX and ZoomFX | (633) |
7.6 | Controlling Real-Time Sound Synthesis from Game Physics | (649) |
APPENDIX: ABOUT THE CD-ROM | (657) |
INDEX | (659) |
Game Programming Gems 5
Foreword | (xi) |
Preface | (xv) |
About the Cover Image | (xix) |
Contributor Bios | (xxi) |
SECTION 1 GENERAL PROGRAMMING (1)
Introduction | (3) |
1.1 | Context-Sensitive HUDs for Editors | (5) |
1.2 | Parsing Text Data in Games | (17) |
1.3 | Component Based Object Management | (25) |
1.4 | Using Templates for Reflection in C++ | (39) |
1.5 | Sphere Trees for Speedy BSPs | (55) |
1.6 | Improved Frustum Culling | (65) |
1.7 | Generic Pager | (79) |
1.8 | Large-Scale Stack-Based State Machines | (93) |
1.9 | CSG Construction Using BSP Trees | (103) |
1.10 | Building Lua into Games | (115) |
1.11 | Improving Freelists with Policy Based Design | (129) |
1.12 | A Real-Time Remote Debug Message Logger | (143) |
1.13 | A Transparent Class Saving and Loading Trick | (149) |
1.14 | An Effective Cache-Oblivious Implementation of the ABT Tree | (159) |
1.15 | Visual Design of State Machines | (169) |
1.16 | A Generic Component Library | (177) |
1.17 | Choose Your Path-A Menu System | (189) |
SECTION 2 MATHEMATICS (197)
Introduction | (199) |
2.1 | Using Geometric Algebra for Computer Graphics | (201) |
2.2 | Minimal Acceleration Hermite Curves | (225) |
2.3 | Spline-Based Time Control for Animation | (233) |
2.4 | Faster Quaternion Interpolation Using Approximations | (247) |
2.5 | Minimax Numerical Approximation | (269) |
2.6 | Oblique View Frustums for Mirrors and Portals | (281) |
SECTION 3 ARTIFICIAL INTELLIGENCE (295)
Introduction | (297) |
3.1 | Automatic Cover Finding with Navigation Meshes | (299) |
3.2 | Fast Target Ranking Using an Artificial Potential Field | (307) |
3.3 | Using Lanchester Attrition Models to Predict the Results of Combat | (317) |
3.4 | Implementing Practical Planning for Game AI | (329) |
3.5 | Optimizing a Decision Tree Query Algorithm for Multithreaded Architectures | (345) |
3.6 | Parallel AI Development with PVM | (353) |
3.7 | Beyond A | (367) |
3.8 | Advanced Pathfinding with Minimal Replanning Cost: Dynamic A Star (D*) | (383) |
SECTION 4 PHYSICS (391)
Introduction | (393) |
4.1 | Back of the Envelope Aerodynamics for Game Physics | (395) |
4.2 | Dynamic Grass Simulation and Other Natural Effects | (411) |
4.3 | Realistic Cloth Animation Using the Mass-Spring Model | (421) |
4.4 | Practical Animation of Soft Bodies for Game Development: The Pressurized Soft-Body Model | (435) |
4.5 | Adding Life to Ragdoll Simulation Using Feedback Control Systems | (449) |
4.6 | Designing a Prescripted Physics System | (457) |
4.7 | Prescripted Physics: Techniques and Applications | (473) |
4.8 | Realistic Camera Movement in a 3D Car Simulator | (483) |
SECTION 5 GRAPHICS (495)
Introduction | (497) |
5.1 | Realistic Cloud Rendering on Modern GPUs | (499) |
5.2 | Let It Snow, Let It Snow, Let It Snow (and Rain | (507) |
5.3 | Widgets: Rendering Fast and Persistent Foliage | (515) |
5.4 | 2.5 Dimensional Impostors for Realistic Trees and Forests | (527) |
5.5 | Gridless Controllable Fire | (539) |
5.6 | Powerful Explosion Effects Using Billboard Particles | (551) |
5.7 | A Simple Method for Rendering Gemstones | (561) |
5.8 | Volumetric Post-Processing | (571) |
5.9 | Procedural Level Generation | (579) |
5.10 | Recombinant Shaders | (589) |
SECTION 6 NETWORK AND MULTIPLAYER (599)
Introduction | (601) |
6.1 | Keeping a Massively Multiplayer Online Game Massive, Online, and Persistent | (603) |
6.2 | Implementing a Seamless World Server | (611) |
6.3 | Designing a Vulgarity Filtering System | (621) |
6.4 | Fast and Efficient Implementation of a Remote Procedure Call System | (627) |
6.5 | Overcoming Network Address Translation in Peer-to-Peer Communications | (643) |
6.6 | A Reliable Messaging Protocol | (665) |
6.7 | Safe Random Number Systems | (673) |
6.8 | Secure by Design | (681) |
SECTION 7 AUDIO (693)
Introduction | (695) |
7.1 | Multithreaded Audio Programming Techniques | (697) |
7.2 | Sound Management by Group | (713) |
7.3 | Using 3D Surfaces as Audio Emitters | (721) |
7.4 | Fast Environmental Reverb Based on Feedback Delay Networks | (729) |
7.5 | Introduction to Single-Speaker Speech Recognition | (741) |
About the CD-ROM | (751) |
Index | (753) |
Game Programming Gems 6
Foreword | (xi) |
Preface | (xv) |
About the Cover Image | (xxi) |
Contributor Bios | (xxiii) |
SECTION 1 GENERAL PROGRAMMING (1)
Introduction | (3) |
1.1 | Lock-Free Algorithms | (5) |
1.2 | Utilizing Multicore Processors with OpenMP | (17) |
1.3 | Computer Vision in Games Using the OpenCV Library | (25) |
1.4 | Geographic Grid Registration of Game Objects | (39) |
1.5 | BSP Techniques | (49) |
1.6 | Closest-String Matching Algorithm | (69) |
1.7 | Using CppUnit To Implement Unit Testing | (79) |
1.8 | Fingerprinting Pre-Release Builds To Deter and Detect Piracy | (97) |
1.9 | Faster File Loading with Access-Based File Reordering | (103) |
1.10 | Stay in the Game: Asset Hotloading for Fast Iteration | (109) |
SECTION 2 MATHEMATICS AND PHYSICS (117)
Introduction | (119) |
2.1 | Floating-Point Tricks | (121) |
2.2 | GPU Computation in Projective Space Using Homogeneous Coordinates | (137) |
2.3 | Solving Systems of Linear Equations Using the Cross Product | (149) |
2.4 | Sequence Indexing for Game Development | (161) |
2.5 | Exact Buoyancy for Polyhedra | (175) |
2.6 | Real-Time Particle-Based Fluid Simulation with Rigid Body Interaction | (189) |
SECTION 3 ARTIFICIAL INTELLIGENCE (207)
Introduction | (209) |
3.1 | Applying Model-Based Decision-Making Methods to Games: Applying the Locust AI Engine to QuakeŽ III | (211) |
3.2 | Achieving Coordination with Autonomous NPCs | (223) |
3.3 | Behavior-Based Robotic Architectures for Games | (235) |
3.4 | Constructing a Goal-Oriented Robot for Unreal Tournament Using Fuzzy Sensors, Finite-State Machines, and Extended Behavior Networks | (245) |
3.5 | A Goal-Oriented Unreal Bot: Building a Game Agent with Goal-Oriented Behavior and Simple Personality Using Extended Behavior Networks | (259) |
3.6 | Short-Term Memory Modeling Using a Support Vector Machine | (273) |
3.7 | Using the Quantified Judgment Model for Engagement Analysis | (283) |
3.8 | Designing a Multilayer, Pluggable AI Engine | (291) |
3.9 | A Fuzzy-Control Approach to Managing Scene Complexity | (307) |
SECTION 4 SCRIPTING AND DATA-DRIVEN SYSTEMS (317)
Introduction | (319) |
4.1 | Scripting Language Survey | (323) |
4.2 | Binding C/C++ Objects to Lua | (341) |
4.3 | Programming Advanced Control Mechanisms with Lua Coroutines | (357) |
4.4 | Managing High-Level Script Execution Within Multithreaded Environments | (371) |
4.5 | Exposing Actor Properties Using Nonintrusive Proxies | (383) |
4.6 | Game Object Component System | (393) |
SECTION 5 GRAPHICS (405)
Introduction | (407) |
5.1 | Synthesis of Realistic Idle Motion for Interactive Characters | (409) |
5.2 | Spatial Partitioning Using an Adaptive Binary Tree | (423) |
5.3 | Enhanced Object Culling with (Almost) Oriented Bounding Boxes | (437) |
5.4 | Skin Splitting for Optimal Rendering | (449) |
5.5 | GPU Terrain Rendering | (461) |
5.6 | Interactive Fluid Dynamics and Rendering on the GPU | (473) |
5.7 | Fast Per-Pixel Lighting with Many Lights | (489) |
5.8 | Rendering Road Signs Sharply | (501) |
5.9 | Practical Sky Rendering for Games | (517) |
5.10 | High Dynamic Range Rendering Using OpenGL Frame Buffer Objects | (529) |
SECTION 6 AUDIO (537)
Introduction | (539) |
6.1 | Real-Time Sound Generation from Deformable Meshes | (541) |
6.2 | A Lightweight Generator for Real-Time Sound Effects | (549) |
6.3 | Real-Time Mixing Busses | (555) |
6.4 | Potentially Audible Sets | (561) |
6.5 | A Cheap Doppler Effect | (573) |
6.6 | Faking Real-Time DSP Effects | (583) |
SECTION 7 NETWORK AND MULTIPLAYER (589)
Introduction | (591) |
7.1 | Dynamically Adaptive Streaming of 3D Data for Animated Characters | (593) |
7.2 | Complex Systems-Based High-Level Architecture for Massively Multiplayer Games | (607) |
7.3 | Generating Globally Unique Identifiers for Game Objects | (623) |
7.4 | Massively Multiplayer Online Prototype Utilizing Second Life for Game Concept Prototyping | (629) |
7.5 | Reliable Peer-to-Peer Gaming Connections Penetrating NAT | (641) |
About the CD-ROM | (651) |
Index | (653) |
Game Programming Gems 7
Preface | (ix) |
About the Cover Image | (xiii) |
Acknowledgements | (xv) |
Contributor Bios | (xvii) |
SECTION 1 GENERAL PROGRAMMING (1)
Introduction | (3) |
1.1 | Efficient Cache Replacement Using the Age and Cost Metrics | (5) |
1.2 | High Performance Heap Allocator | (15) |
1.3 | Optical Flow for Video Games Played with Webcams | (25) |
1.4 | Design and Implementation of a Multi-Platform Threading Engine | (35) |
1.5 | For Bees and Gamers: How to Handle Hexagonal Tiles | (47) |
1.6 | A Sketch-Based Interface to Real-Time Strategy Games Based on a Cellular Automaton | (59) |
1.7 | Foot Navigation Technique for First-Person Shooting Games | (69) |
1.8 | Deferred Function Call Invocation System | (81) |
1.9 | Multithread Job and Dependancy System | (87) |
1.10 | Advanced Debugging Techniques | (97) |
SECTION 2 MATH AND PHYSICS (107)
Introduction | (10 |
2.1 | Random Number Generation | (113) |
2.2 | Fast Generic Ray Queries for Games | (127) |
2.3 | Fast Rigid-Body Collision Detection using Farthest Feature Maps | (143) |
2.4 | Using Projective Space to Improve Precision of Geometric Computations | (153) |
2.5 | XenoCollide: Complex Collision Made Simple | (165) |
2.6 | Efficient COllision Detection Using Transformation Semantics | (179) |
2.7 | Trigonemtric Splines | (191) |
2.8 | Using Gaussian Randomness to Realistically Vary Projectile Paths | (199) |
SECTION 3 AI (205)
Introduction | (20 |
3.1 | Creating Interesting Agents with Behavior Cloning | (209) |
3.2 | Designing a Realistic and Unified Agent-Sesning Model | (217) |
3.3 | Managing AI Algorithmic Complexity: Generic Programming Apprach | (229) |
3.4 | All About Attitude: Building Blocks for Opinion, Reputation, and NPC Personalities | (249) |
3.5 | Understanding Intelligence in Games using Player Traces and Interactive Player Graphs | (265) |
3.6 | Goal-Oriented Plan Merging | (281) |
3.7 | Beyond A*: IDA* and Fringe Search | (289) |
SECTION 4 AUDIO (295)
Introduction | (297) |
4.1 | Audio Signal Processing Using Programmable Graphics Hardware | (299) |
4.2 | MultiStream - The Art of Writing a Next-Gen Audio Engine | (305) |
4.3 | Listen Carefully, You Probably Won’t Hear This Again | (321) |
4.4 | Real-Time Audio Effects Applied | (331) |
4.5 | Context-Driven, Layered Mixing | (341) |
SECTION 5 GRAPHICS (349)
Introduction | (351) |
5.1 | Advanced Particle Deposition | (353) |
5.2 | Reducing Cumulative Errors in Skeletal Animations | (365) |
5.3 | An Alternative Model for Shading of Diffuse Light for Rough Materials | (373) |
5.4 | High-Performance Subdivision Surfaces | (381) |
5.5 | Animating Relief Impostors Using Radial Basis Functions Textures | (401) |
5.6 | Clipmapping on SM1.1 and Higher | (413) |
5.7 | An Advanced Decal System | (423) |
5.8 | Mapping Large Textures for Outdoor Terrain Rendering | (435) |
5.9 | Art-Based Rendering with Graftal Impostors | (447) |
5.10 | Cheap Talk: Dynamic Real-Time Lipsync | (455) |
SECTION 6 NETWORKING AND MULTIPLAYER (463)
Introduction | (465) |
6.1 | High-Level Abstraction of Game World Synchronization | (467) |
6.2 | Authentication for Online Games | (481) |
6.3 | Game Network Debugging with Smart Packet Sniffers | (491) |
SECTION 7 SCRIPTING AND DATA-DRIVEN SYSTEMS (499)
Introduction | (50) |
7.1 | Automatic Lua Binding System | (503) |
7.2 | Serializing C++ Objects into a Database Using Introspection | (517) |
7.3 | Dataports | (535) |
7.4 | Support Your Local Artist: Adding Shaders to Your Engine | (541) |
7.5 | Dance with Python’s AST | (555) |
About the CD-ROM | (561) |
Index | (563) |
Game Programming Gems 8
Section 1 Graphics (1)
Introduction | (1) |
1.1 | Fast Font Rendering with Instancing | (3) |
1.2 | Principles and Practice of Screen Space Ambient Occlusion | (12) |
1.3 | Multi-Resolution Deferred Shading | (32) |
1.4 | View Frustum Culling of Catmull-Clark Patches in DirectX 11 | (39) |
1.5 | Ambient Occlusion Using DirectX Compute Shader | (50) |
1.6 | Eye-View Pixel Anti-Aliasing for Irregular Shadow Mapping | (74) |
1.7 | Overlapped Execution on Programmable Graphics Hardware | (90) |
1.8 | Techniques for Effective Vertex and Fragment Shading on the SPUs | (101) |
Section 2 Physics and Animation (119)
Introduction | (119) |
2.1 | A Versatile and Interactive Anatomical Human Face Model | (121) |
2.2 | Curved Paths for Seamless Character Animation | (132) |
2.3 | Non-Iterative, Closed-Form, Inverse Kinematic Chain Solver (NCF IK) | (141) |
2.4 | Particle Swam Optimization for Game Programming | (152) |
2.5 | Improved Numerical Integration with Analytical Techniques | (168) |
2.6 | What a Drag: Modelling Realistic Three-Dimensional Air and Fluid Resistance | (183) |
2.7 | Application of Quasi-Fluid Dynamics for Arbitrary Closed Meshes | (194) |
2.8 | Approximate Convex Decomposition for Real-Time Collision Detection | (202) |
Section 3 AI (211)
Introduction | (211) |
3.1 | AI Level of Detail for Really Large Worlds | (213) |
3.2 | A Pattern-Based Approach to Modular AI for Games | (232) |
3.3 | Automated Navigation Mesh Generation Using Advanced Growth-Based Techniques | (244) |
3.4 | A Practical Spatial Architecture for Animal and Agent Navigation | (256) |
3.5 | Applying Control Theory to Game AI and Physics | (264) |
3.6 | Adaptive Tactic Selection in First-Person Shooter (FPS) Games | (279) |
3.7 | Embracing Chaos Theory: Generating Apparent Unpredictability through Deterministic Systems | (288) |
3.8 | Needs-Based AI | (302) |
3.9 | A Framework for Emotional Digital Actors | (312) |
3.10 | Scalable Dialog Authoring | (323) |
3.11 | Graph-Based Data Mining for Player Trace Analysis in MMORPGs | (335) |
Section 4 General Programming (353)
Introduction | (353) |
4.1 | Fast-IsA | (355) |
4.2 | Registered Variables | (363) |
4.3 | Efficient and Scalable Multi-Core Programming | (373) |
4.4 | Game Optimization through the Lens of Memory and Data Access | (385) |
4.5 | Stack Allocation | (393) |
4.6 | Design and Implementation of an In-Game Memory Profiler | (402) |
4.7 | A More Informative Error Log Generator | (409) |
4.8 | Code Coverage for QA | (416) |
4.9 | Domain-Specific Languages in Game Engines | (428) |
4.10 | A Flexible User Interface Layout system for Divergent Environments | (442) |
4.11 | Road Creation for Projectable Terrain Meshes | (453) |
4.12 | Developing for Digital Drawing Tables | (462) |
4.13 | Creating a Multi-Threaded Actor-Based Architecture using Intel® Threading Building Blocks | (473) |
Section 5 Networking and Multiplayer (485)
Introduction | (485) |
5.1 | Secure Channel Communication | (487) |
5.2 | Social Networks in Games: Playing with Your Facebook Friends | (498) |
5.3 | Asynchronous I/O for Scalable Game Servers | (506) |
5.4 | Introduction to 3D Streaming Technology in Massively Multiplayer Online Games | (514) |
Section 6 Audio (539)
Introduction | (539) |
6.1 | A Practical DSP Radio Effect | (542) |
6.2 | Empowering Your Audio Teams with a Great Engine | (553) |
6.3 | Real-Time Sound Synthesis for Rigid Bodies | (563) |
Section 7 General Purpose Computing on GPUs (573)
Introduction | (573) |
7.1 | Using Heterogenous Parallel Architecture with OpenCL | (575) |
7.2 | PhysX CPU Rigid Bodies in Batman: Arkham Asylum | (590) |
7.3 | Fast GPU Fluid Simulation in PhysX | (602) |
Best of Game Programming Gems
Acknowledgments | (ix) |
About the Authors | (xi) |
Introduction | (xxv) |
SECTION 1 GENERAL INFORMATION (1)
1.1 | The Science of Debugging Games | (3) |
1.2 | Finding Redeeming Value in C-Style Macros | (17) |
1.3 | Inline Functions vs Macros | (29) |
1.4 | Squeezing More Out of Assaert | (35) |
1.5 | Programming with Abstract Interfaces | (41) |
1.6 | The Beauty of Weak References and Null Objects | (49) |
1.7 | Using the STL in Game Programming | (57) |
1.8 | Custom STL Allocators | (73) |
1.9 | Optimizations for C++ Games | (83) |
1.10 | Real-Time Hierarchical Profiling | (95) |
1.11 | A Generic Tree Container in C++ | (103) |
1.12 | Lock-Free Algorithms | (113) |
1.13 | Utilizing Multicore Processors with OpenMP | (125) |
SECTION 2 MATH AND PHYSICS (133)
2.1 | More Approximations to Trigonometric Functions | (135) |
2.2 | Faster Quaternion Interpolation Using Approximations | (153) |
2.3 | Quaternion Compression | (175) |
2.4 | Zobrist Hash Using the Mersenne Twister | (181) |
2.5 | Solving Accuracy Problems in Large World Coordinates | (187) |
2.6 | Writing a Verlet-Based Physics Engine | (201) |
2.7 | Constraints in Rigid Body Dynamics | (211) |
2.8 | The Jacobian Transpose Method for Inverse Kinematics | (223) |
SECTION 3 ARTIFICIAL INTELLIGENCE (235)
3.1 | The Basics of A* for Path Planning | (237) |
3.2 | A* Aesthetic Optimizations | (247) |
3.3 | A* Speed Optimizations | (255) |
3.4 | Tactical Path-Finding with A | (271) |
3.5 | A Fast Approach to Navigation Meshes | (285) |
3.6 | Flocking: A Simple Technique for Simulating Group Behavior | (297) |
3.7 | A Finite-State Machine Class | (311) |
3.8 | Implementing Practical Planning for Game AI | (323) |
SECTION 4 GRAPHICS (339)
4.1 | T-Junction Elimination and Retriangulation | (341) |
4.2 | Filling the Gaps: Advanced Animation Using Stitching and Skinning | (347) |
4.3 | Improved Skin Deformation Using Kinematic Skeletons | (355) |
4.4 | Motion Capture Data Compression | (363) |
4.5 | Compressed Axis-Aligned Bounding Box Trees | (371) |
4.6 | Textures as Lookup Tables for Per-Pixel Lighting Computations | (377) |
4.7 | Methods for Dynamic, Photorealistic Terrain Lightning | (387) |
4.8 | Practical Sky Rendering for Games | (399) |
4.9 | Powerful Explosion Effects using Billboard Particles | (411) |
4.10 | Rendering Handcrafted Shading Models | (421) |
SECTION 5 NETWORKING (427)
5.1 | Overcoming Network Address Translation in Peer-to-Peer Communications | (429) |
5.2 | Minimizing Latency in Real-Time Strategy Games | (451) |
5.3 | Real-Time Strategy Network Protocol | (459) |
5.4 | Secure Sockets | (469) |
5.5 | Bit Packing: A Network Compression Technique | (481) |
SECTION 6 AUDIO (489)
6.1 | A Basic Music Sequencer for Games | (491) |
6.2 | Audio Compression with Ogg Vorbis | (503) |
6.3 | Using 3D Surfaces as Audio Emitters | (511) |
6.4 | Introduction to Single-Speaker Speech Recognition | (521) |
6.5 | A Technique to instantaneously Reuse Voices in a Sample-Based Synthesizer | (531) |
Game Programming Gems TOC
Game Programming Gems 1
Section 1 Programming Techniques
- 1.0 The Magic of Data-Driven Design
- 1.1 Object-Oriented Programming and Design Techniques
- 1.2 Fast Math Using Template Metaprogramming
- 1.3 An Automatic Singleton Utility
- 1.4 Using the STL in Game Programming
- 1.5 A Generic Function-Binding Interface
- 1.6 A Generic Handle-Based Resource Manager
- 1.7 Resource and Memory Management
- 1.8 Fast Data Load Trick
- 1.9 Frame-Based Memory Allocation
- 1.10 Simple, Fast Bit Arrays
- 1.11 A Network Protocol for Online Games
- 1.12 Squeezing More Out of Assert
- 1.13 Stats: Real-Time Statistics and In-Game Debugging
- 1.14 Real-Time In-Game Profiling
Section 2 Mathematics
- 2.0 Predictable Random Numbers
- 2.1 Interpolation Methods
- 2.2 Integrating the Equations of Rigid Body Motion
- 2.3 Polynomial Approximations to Trigonometric Functions
- 2.4 Using Implicit Euler Integration for Numerical Stability
- 2.5 Wavelets: Theory and Compression
- 2.6 Interactive Simulation of Water Surfaces
- 2.7 Quaternions for Game Programming
- 2.8 Matrix-Quaternion Conversions
- 2.9 Interpolating Quaternions
- 2.10 The Shortest Arc Quaternion
Section 3 Artificial Intelligence
- 3.0 Designing a General Robust AI Engine
- 3.1 A Finite-State Machine Class
- 3.2 Game Trees
- 3.3 The Basics of A* for Path Planning
- 3.4 A* Aesthetic Optimizations
- 3.5 A* Speed Optimizations
- 3.6 Simplified 3D Movement and Pathfinding Using Navigation Meshes
- 3.7 Flocking: A Simple Technique for Simulating Group Behavior
- 3.8 Fuzzy Logic for Video Games
- 3.9 A Neural-Net Primer
Section 4 Polygonol Techniques
- 4.0 Optimizing Vertex Submissions for OpenGL
- 4.1 Tweaking A Vertex's Projected Depth Value
- 4.2 The Vector Camera
- 4.3 Camera Control Techniques
- 4.4 A Fast Cylinder-Frustum Intersection Test
- 4.5 3D Collision Detection
- 4.6 Multi-Resolution Maps for Interaction Detection
- 4.7 Computing the Distance into a Sector
- 4.8 Object Occlusion Culling
- 4.9 Never Let 'Em See You Pop - Issues in Geometric Level of Detail Selection
- 4.10 Octree Construction
- 4.11 Loose Octrees
- 4.12 View-Independent Progressive Meshing
- 4.13 Interpolated 3D Keyframe Animation
- 4.14 A Fast and Simple Skinning Techniques
- 4.15 Filling the Gaps - Advanced Animation Using Stitching and Skinning
- 4.16 Real-Time Realistic Terrain Generation
- 4.17 Fractal Terrain Generation - Fault Formation
- 4.18 Fractal Terrain Generation - Midpoint Displacement
- 4.19 Fractal Terrain Generation - Particle Deposition
Section 5 Pixel Effects
- 5.0 2D Lens Flare
- 5.1 Using 3D Hardware for 2D Sprite Effects
- 5.2 Motif-Based Static Lighting
- 5.3 Simulated Real-Time Lighting Using Vertex Color Interpolation
- 5.4 Attenuation Maps
- 5.5 Advanced Texturing Using Texture Coordinate Generation
- 5.6 Hardware Bump Mapping
- 5.7 Ground-Plane Shadows
- 5.8 Real-Time Shadows on Complex Objects
- 5.9 Improving Environment-Mapped Reflection Using Glossy Prefiltering and the Fresnel Term
- 5.10 Convincing-Looking Glass for Games
- 5.11 Refraction Mapping for Liquids in Containers
Section 6 Appendix
- 6.0 The Matrix Utility Library
- 6.1 The Text Utility Library
- 6.2 About the CD-ROM
- Index
Game Programming Gems 2
Mathematics
- Algebraic Techniques
- Trigonometry and Geometry
- Linear Algebra
- Matrix and Vector Operations
- Advanced Mathematics
- Ray/ Polygon/Polyhedra Instersection Algorithms
- Handling Large Amounts of Polygonal Data
- Triangle Stripification and Fanning Algorithms
- Using 2D and 3D Billboards
- LIGHTING: Multi-texturing to Achieve Lighting Effects
- Shadow Algorithms
- Using Simple Radiosity
- Projected Texture Lights
Texturing
- Using Texture Matrices
- Bump Mapping
- Cubic Environment Mapping
- Procedural Textural Mapping
- DYNAMIC POLYGON CONTROL: Parametric Curves and Surfaces
- Subdivision Surfaces
- Multi-resolution Meshes
- Spatial Partitioning Schemes
- Camera Techniques/ Movement Techniques
Graphic Effects
- How to do Lens Flares
- Weather Techniques
- Sky Domes
- Effective Clouds and Fog
- Aliasing Effects (Anti-Aliasing
- Motion Blur
- Depth-of-Field)
- Teleport Portals
- Particle Systems
Animation
- Inverse Kinematics
- Blending Keyframed Animations
- Solid Skinning vs.Hierarchical Skeletons
- Using Motion Capture Data
Artificial Intelligence
- Finite State Machines
- Heuristic Tree Searches
- Flocking and Crowding Behavior
- Path Planning and the A*Algorithm
Music and Sound Effects
- Blending Phrases in Interactive Music
- Dynamic Audio Generation
- Simulating a 3D Sound-Effect Environment
- Using Music Cues to Initiate Game Events
Networked Play
- Minimizing Latency in the Network Pipeline
- Dead Reckoning Algorithms
- Client/Server Design
- Encryption Techniques.
Game Programming Gems 3
- Foreword (xi)
- Preface (xv)
- Acknowledgments (xix)
- About the Cover Image (xxi)
- Contributor Bios (xxiii)
SECTION 1 GENERAL PROGRAMMING (1)
- Introduction (3)
- 1.1 Scheduling Game Events (5)
- 1.2 An Object-Composition Game Framework (15)
- 1.3 Finding Redeeming Value in C-Style Macros (26)
- 1.4 Platform-Independent, Function-Binding Code Generator (38)
- 1.5 Handle-Based Smart Pointers (44)
- 1.6 Custom STL Allocators (49)
- 1.7 Save Me Now! (59)
- 1.8 Autolists Design Pattern (64)
- 1.9 Floating-Point Exception Handling (69)
- 1.10 Programming a Game Design-Compliant Engine Using UML (73)
- 1.11 Using Lex and Yacc To Parse Custom Data Files (83)
- 1.12 Developing Games for a World Market (92)
- 1.13 Real-Time Input and UI in 3D Games (109)
- 1.14 Natural Selection: The Evolution of Pie Menus (117)
- 1.15 Lightweight, Policy-Based Logging (129)
- 1.16 Journaling Services (136)
- 1.17 Real-Time Hierarchical Profiling (146)
SECTION 2 MATHEMATICS (153)
- Introduction (155)
- 2.1 Fast Base-2 Functions for Logarithms and Random Number Generation (157)
- 2.2 Using Vector Fractions for Exact Geometry (160)
- 2.3 More Approximations to Trigonometric Functions (170)
- 2.4 Quaternion Compression (187)
- 2.5 Constrained Inverse Kinematics (192)
- 2.6 Cellular Automata for Physical Modeling (200)
- 2.7 Coping with Friction in Dynamic Simulations (215)
SECTION 3 ARTIFICIAL INTELLIGENCE (227)
- Introduction (229)
- 3.1 Optimized Machine Learning with GoCap (231)
- 3.2 Area Navigation: Expanding the Path-Finding Paradigm (240)
- 3.3 Function Pointer-Based, Embedded Finite-State Machines (256)
- 3.4 Terrain Analysis in an RTS-The Hidden Giant (268)
- 3.5 An Extensible Trigger System for AI Agents, Objects, and Quests (285)
- 3.6 Tactical Path-Finding with A* (294)
- 3.7 A Fast Approach to Navigation Meshes (307)
- 3.8 Choosing a Relationship Between Path-Finding and Collision (321)
SECTION 4 GRAPHICS (333)
- Introduction (335)
- 4.1 T-Junction Elimination and Retriangulation (338)
- 4.2 Fast Heightfield Normal Calculation (344)
- 4.3 Fast Patch Normals (349)
- 4.4 Fast and Simple Occlusion Culling (353)
- 4.5 Triangle Strip Creation, Optimizations, and Rendering (359)
- 4.6 Computing Optimized Shadow Volumes for Complex Data Sets (367)
- 4.7 Subdivision Surfaces for Character Animation (372)
- 4.8 Improved Deformation of Bones (384)
- 4.9 A Framework for Realistic Character Locomotion (394)
- 4.10 A Programmable Vertex Shader Compiler (404)
- 4.11 Billboard Beams (413)
- 4.12 3D Tricks for Isometric Engines (417)
- 4.13 Curvature Simulation Using Normal Maps (424)
- 4.14 Methods for Dynamic, Photorealistic Terrain Lighting (433)
- 4.15 Cube Map Lighting Techniques (444)
- 4.16 Procedural Texturing (452)
- 4.17 Unique Textures (459)
- 4.18 Textures as Lookup Tables for Per-Pixel Lighting Computations (467)
- 4.19 Rendering with Handcrafted Shading Models (477)
SECTION 5 NETWORK AND MULTIPLAYER (485)
- Introduction (487)
- 5.1 Minimizing Latency in Real-Time Strategy Games (488)
- 5.2 Real-Time Strategy Network Protocol (496)
- 5.3 A Flexible Simulation Architecture for Massively Multiplayer Games (506)
- 5.4 Scaling Multiplayer Servers (520)
- 5.5 Template-Based Object Serialization (534)
- 5.6 Secure Sockets (546)
- 5.7 A Network Monitoring and Simulation Tool (557)
- 5.8 Creating Multiplayer Games with DirectPlay 8.1 (561)
- 5.9 Wireless Gaming Using the Java Micro Edition (573)
SECTION 6 AUDIO (583)
- Introduction (585)
- 6.1 Audio Compression with Ogg Vorbis (587)
- 6.2 Creating a Compelling 3D Audio Environment (595)
- 6.3 Obstruction Using Axis-Aligned Bounding Boxes (600)
- 6.4 Using the Biquad Resonant Filter (606)
- 6.5 Linear Predictive Coding for Voice Compression and Effects (613)
- 6.6 The Stochastic Synthesis of Complex Sounds (622)
- 6.7 Real-Time Modular Audio Processing for Games (630)
- Appendix: About the CD-ROM (639)
- Contents
Game Programming Gems 4
- Foreword (xi)
- Preface (xv)
- Acknowledgments (xvii)
- About the Cover Image (xix)
- Contributor Bios (xxi)
SECTION 1 GENERAL PROGRAMMING (1)
- Introduction (3)
- 1.1 The Science of Debugging Games (5)
- 1.2 An HTML-Based Logging and Debugging System (19)
- 1.3 The Clock: Keeping Your Finger on the Pulse of the Game (27)
- 1.4 Designing and Maintaining Large Cross-Platform Libraries (35)
- 1.5 Fight Memory Fragmentation with Templated Freelists (43)
- 1.6 A Generic Tree Container in C++ (51)
- 1.7 The Beauty of Weak References and Null Objects (61)
- 1.8 A System for Managing Game Entities (69)
- 1.9 Address-Space Managed Dynamic Arrays for Windows and the Xbox (85)
- 1.10 Critically Damped Ease-In/Ease-Out Smoothing (95)
- 1.11 A Flexible, On-the-Fly Object Manager (103)
- 1.12 Using Custom RTTI Properties to Stream and Edit Objects (111)
- 1.13 Using XML without Sacrificing Speed (125)
SECTION 2 MATHEMATICS (137)
- Introduction (139)
- 2.1 Zobrist Hash Using the Mersenne Twister (141)
- 2.2 Extracting Frustum and Camera Information (147)
- 2.3 Solving Accuracy Problems in Large World Coordinates (157)
- 2.4 Nonuniform Splines (171)
- 2.5 Using the Covariance Matrix for Better-Fitting Bounding Objects (183)
- 2.6 The Jacobian Transpose Method for Inverse Kinematics (193)
SECTION 3 PHYSICS (205)
- Introduction (207)
- 3.1 Ten Fingers of Death: Algorithms for Combat Killing (209)
- 3.2 Vehicle Physics Simulation for CPU-Limited Systems (221)
- 3.3 Writing a Verlet-Based Physics Engine (231)
- 3.4 Constraints in Rigid Body Dynamics (241)
- 3.5 Fast Contact Reduction for Dynamics Simulation (253)
- 3.6 Interactive Water Surfaces (265)
- 3.7 Fast Deformations with Multilayered Physics (275)
- 3.8 Modal Analysis for Fast, Stable Deformation (287)
SECTION 4 ARTIFICIAL INTELLIGENCE (299)
- Introduction (301)
- 4.1 Third-Person Camera Navigation (303)
- 4.2 Narrative Combat: Using AI to Enhance Tension in an Action Game 315
- 4.3 NPC Decision Making: Dealing with Randomness (325)
- 4.4 An Object-Oriented Utility-Based Decision Architecture (337)
- 4.5 A Distributed-Reasoning Voting Architecture (345)
- 4.6 Attractors and Repulsors (355)
- 4.7 Advanced Wall Building for RTS Games (365)
- 4.8 Artificial Neural Networks on Programmable Graphics Hardware (373)
SECTION 5 GRAPHICS (379)
- Introduction (381)
- 5.1 Poster Quality Screenshots (383)
- 5.2 GPU Shadow Volume Construction for Nonclosed Meshes (393)
- 5.3 Perspective Shadow Maps (399)
- 5.4 Combined Depth and ID-Based Shadow Buffers (411)
- 5.5 Carving Static Shadows into Geometry (427)
- 5.8 Techniques to Apply Team Colors to 3D Models (451)
- 5.9 Fast Sepia Tone Conversion (461)
- 5.10 Dynamic Gamma Using Sampled Scene Luminance (465)
- 5.11 Heat and Haze Post-Processing Effects (477)
- 5.13 Motion Capture Data Compression (497)
- 5.14 Fast Collision Detection for 3D Bones-Based Articulated Characters (503)
- 5.15 Terrain Occlusion Culling with Horizons (515)
SECTION 6 NETWORK AND MULTIPLAYER (529)
- Introduction (531)
- 6.1 General Lobby Design and Development (533)
- 6.2 Thousands of Clients per Server (541)
- 6.3 Efficient MMP Game State Storage (555)
- 6.4 Practical Application of Parallel-State Machines in a Client-Server Environment (563)
- 6.5 Bit Packing: A Network Compression Technique (571)
- 6.6 Time and Consistency Management for Multiserver-Based MMORPGs (579)
SECTION 7 AUDIO (591)
- Introduction (593)
- 7.1 A Brief Introduction to OpenAL (595)
- 7.2 A Simple Real-Time Lip-Synching System (607)
- 7.3 Dynamic Variables and Audio Programming (613)
- 7.4 Creating an Audio Scripting System (621)
- 7.5 Implementing an Environmental Audio Solution Using EAX and ZoomFX (633)
- 7.6 Controlling Real-Time Sound Synthesis from Game Physics (649)
- APPENDIX: ABOUT THE CD-ROM (657)
- INDEX (659)
Game Programming Gems 5
- Foreword (xi)
- Preface (xv)
- About the Cover Image (xix)
- Contributor Bios (xxi)
SECTION 1 GENERAL PROGRAMMING (1)
- Introduction (3)
- 1.1 Context-Sensitive HUDs for Editors (5)
- 1.2 Parsing Text Data in Games (17)
- 1.3 Component Based Object Management (25)
- 1.4 Using Templates for Reflection in C++ (39)
- 1.5 Sphere Trees for Speedy BSPs (55)
- 1.6 Improved Frustum Culling (65)
- 1.7 Generic Pager (79)
- 1.8 Large-Scale Stack-Based State Machines (93)
- 1.9 CSG Construction Using BSP Trees (103)
- 1.10 Building Lua into Games (115)
- 1.11 Improving Freelists with Policy Based Design (129)
- 1.12 A Real-Time Remote Debug Message Logger (143)
- 1.13 A Transparent Class Saving and Loading Trick (149)
- 1.14 An Effective Cache-Oblivious Implementation of the ABT Tree (159)
- 1.15 Visual Design of State Machines (169)
- 1.16 A Generic Component Library (177)
- 1.17 Choose Your Path-A Menu System (189)
SECTION 2 MATHEMATICS (197)
- Introduction (199)
- 2.1 Using Geometric Algebra for Computer Graphics (201)
- 2.2 Minimal Acceleration Hermite Curves (225)
- 2.3 Spline-Based Time Control for Animation (233)
- 2.4 Faster Quaternion Interpolation Using Approximations (247)
- 2.5 Minimax Numerical Approximation (269)
- 2.6 Oblique View Frustums for Mirrors and Portals (281)
SECTION 3 ARTIFICIAL INTELLIGENCE (295)
- Introduction (297)
- 3.1 Automatic Cover Finding with Navigation Meshes (299)
- 3.2 Fast Target Ranking Using an Artificial Potential Field (307)
- 3.3 Using Lanchester Attrition Models to Predict the Results of Combat (317)
- 3.4 Implementing Practical Planning for Game AI (329)
- 3.5 Optimizing a Decision Tree Query Algorithm for Multithreaded Architectures (345)
- 3.6 Parallel AI Development with PVM (353)
- 3.7 Beyond A* (367)
- 3.8 Advanced Pathfinding with Minimal Replanning Cost: Dynamic A Star (D*) (383)
SECTION 4 PHYSICS (391)
- Introduction (393)
- 4.1 Back of the Envelope Aerodynamics for Game Physics (395)
- 4.2 Dynamic Grass Simulation and Other Natural Effects (411)
- 4.3 Realistic Cloth Animation Using the Mass-Spring Model (421)
- 4.4 Practical Animation of Soft Bodies for Game Development: The Pressurized Soft-Body Model (435)
- 4.5 Adding Life to Ragdoll Simulation Using Feedback Control Systems (449)
- 4.6 Designing a Prescripted Physics System (457)
- 4.7 Prescripted Physics: Techniques and Applications (473)
- 4.8 Realistic Camera Movement in a 3D Car Simulator (483)
SECTION 5 GRAPHICS (495)
- Introduction (497)
- 5.1 Realistic Cloud Rendering on Modern GPUs (499)
- 5.2 Let It Snow, Let It Snow, Let It Snow (and Rain) (507)
- 5.3 Widgets: Rendering Fast and Persistent Foliage (515)
- 5.4 2.5 Dimensional Impostors for Realistic Trees and Forests (527)
- 5.5 Gridless Controllable Fire (539)
- 5.6 Powerful Explosion Effects Using Billboard Particles (551)
- 5.7 A Simple Method for Rendering Gemstones (561)
- 5.8 Volumetric Post-Processing (571)
- 5.9 Procedural Level Generation (579)
- 5.10 Recombinant Shaders (589)
SECTION 6 NETWORK AND MULTIPLAYER (599)
- Introduction (601)
- 6.1 Keeping a Massively Multiplayer Online Game Massive, Online, and Persistent (603)
- 6.2 Implementing a Seamless World Server (611)
- 6.3 Designing a Vulgarity Filtering System (621)
- 6.4 Fast and Efficient Implementation of a Remote Procedure Call System (627)
- 6.5 Overcoming Network Address Translation in Peer-to-Peer Communications (643)
- 6.6 A Reliable Messaging Protocol (665)
- 6.7 Safe Random Number Systems (673)
- 6.8 Secure by Design (681)
SECTION 7 AUDIO (693)
- Introduction (695)
- 7.1 Multithreaded Audio Programming Techniques (697)
- 7.2 Sound Management by Group (713)
- 7.3 Using 3D Surfaces as Audio Emitters (721)
- 7.4 Fast Environmental Reverb Based on Feedback Delay Networks (729)
- 7.5 Introduction to Single-Speaker Speech Recognition (741)
- About the CD-ROM (751)
- Index (753)
Game Programming Gems 6
- Foreword (xi)
- Preface (xv)
- About the Cover Image (xxi)
- Contributor Bios (xxiii)
SECTION 1 GENERAL PROGRAMMING (1)
- Introduction (3)
- 1.1 Lock-Free Algorithms (5)
- 1.2 Utilizing Multicore Processors with OpenMP (17)
- 1.3 Computer Vision in Games Using the OpenCV Library (25)
- 1.4 Geographic Grid Registration of Game Objects (39)
- 1.5 BSP Techniques (49)
- 1.6 Closest-String Matching Algorithm (69)
- 1.7 Using CppUnit To Implement Unit Testing (79)
- 1.8 Fingerprinting Pre-Release Builds To Deter and Detect Piracy (97)
- 1.9 Faster File Loading with Access-Based File Reordering (103)
- 1.10 Stay in the Game: Asset Hotloading for Fast Iteration (109)
SECTION 2 MATHEMATICS AND PHYSICS (117)
- Introduction (119)
- 2.1 Floating-Point Tricks (121)
- 2.2 GPU Computation in Projective Space Using Homogeneous Coordinates (137)
- 2.3 Solving Systems of Linear Equations Using the Cross Product (149)
- 2.4 Sequence Indexing for Game Development (161)
- 2.5 Exact Buoyancy for Polyhedra (175)
- 2.6 Real-Time Particle-Based Fluid Simulation with Rigid Body Interaction (189)
SECTION 3 ARTIFICIAL INTELLIGENCE (207)
- Introduction (209)
- 3.1 Applying Model-Based Decision-Making Methods to Games: Applying the Locust AI Engine to QuakeŽ III (211)
- 3.2 Achieving Coordination with Autonomous NPCs (223)
- 3.3 Behavior-Based Robotic Architectures for Games (235)
- 3.4 Constructing a Goal-Oriented Robot for Unreal Tournament Using Fuzzy Sensors, Finite-State Machines, and Extended Behavior Networks (245)
- 3.5 A Goal-Oriented Unreal Bot: Building a Game Agent with Goal-Oriented Behavior and Simple Personality Using Extended Behavior Networks (259)
- 3.6 Short-Term Memory Modeling Using a Support Vector Machine (273)
- 3.7 Using the Quantified Judgment Model for Engagement Analysis (283)
- 3.8 Designing a Multilayer, Pluggable AI Engine (291)
- 3.9 A Fuzzy-Control Approach to Managing Scene Complexity (307)
SECTION 4 SCRIPTING AND DATA-DRIVEN SYSTEMS (317)
- Introduction (319)
- 4.1 Scripting Language Survey (323)
- 4.2 Binding C/C++ Objects to Lua (341)
- 4.3 Programming Advanced Control Mechanisms with Lua Coroutines (357)
- 4.4 Managing High-Level Script Execution Within Multithreaded Environments (371)
- 4.5 Exposing Actor Properties Using Nonintrusive Proxies (383)
- 4.6 Game Object Component System (393)
SECTION 5 GRAPHICS (405)
- Introduction (407)
- 5.1 Synthesis of Realistic Idle Motion for Interactive Characters (409)
- 5.2 Spatial Partitioning Using an Adaptive Binary Tree (423)
- 5.3 Enhanced Object Culling with (Almost) Oriented Bounding Boxes (437)
- 5.4 Skin Splitting for Optimal Rendering (449)
- 5.5 GPU Terrain Rendering (461)
- 5.6 Interactive Fluid Dynamics and Rendering on the GPU (473)
- 5.7 Fast Per-Pixel Lighting with Many Lights (489)
- 5.8 Rendering Road Signs Sharply (501)
- 5.9 Practical Sky Rendering for Games (517)
- 5.10 High Dynamic Range Rendering Using OpenGL Frame Buffer Objects (529)
SECTION 6 AUDIO (537)
- Introduction (539)
- 6.1 Real-Time Sound Generation from Deformable Meshes (541)
- 6.2 A Lightweight Generator for Real-Time Sound Effects (549)
- 6.3 Real-Time Mixing Busses (555)
- 6.4 Potentially Audible Sets (561)
- 6.5 A Cheap Doppler Effect (573)
- 6.6 Faking Real-Time DSP Effects (583)
SECTION 7 NETWORK AND MULTIPLAYER (589)
- Introduction (591)
- 7.1 Dynamically Adaptive Streaming of 3D Data for Animated Characters (593)
- 7.2 Complex Systems-Based High-Level Architecture for Massively Multiplayer Games (607)
- 7.3 Generating Globally Unique Identifiers for Game Objects (623)
- 7.4 Massively Multiplayer Online Prototype Utilizing Second Life for Game Concept Prototyping (629)
- 7.5 Reliable Peer-to-Peer Gaming Connections Penetrating NAT (641)
- About the CD-ROM (651)
- Index (653)
//z 2014-07-18 17:12:26 L.166'24454 BG57IV3@XCL T2649809119.K.F1752546504[T8,L150,R7,V167] IS2120