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Game Programming Gems
Mark DeLoura
Table of Contents:
MATHEMATICS OVERVIEW (Algebraic Techniques, Trigonometry and Geometry,
Linear Algebra, Matrix and Vector Operations, Advanced Mathmatics)
GRAPHICS PRIMITIVES (Ray/Polygon/Polyhedra Intersection, Algorithms,
Handling Large Amounts of Polygonal Data, Triangle Stripification and
Fanning Algorithims, 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 and Environment
mapping, Procedural Textural Mapping)
DYNAMIC POLYGON CONTROL (Parametric Curves and Surfaces, Subdivion
Surfaces, Multi-Resolution Meshes, Spatial Partitioning Schemes, Camera
Techniques/Movement Techniques)
GRAPHIC EFFECTS (How to do Lens Flares, Weather Techniques, Sky Domes,
Effective Clouds & Fog, Aliasing Effects, Teleport Portals, Particle
Systems)
ANIMTION (Inverse Kinematics, Blending, KeyFramed Animations, Solid
Skinning vs. Hierarchical Skeletons, Using Motion Capture Data)
ARTIFICAL INTELLIGENCE (Finite State Machines, Heuristic Tree Searches,
Flocking and Crowding Behavior, Path Planning and the A* Algorithim)
MUSIC & 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 Algorithims, Client/Server Design, Encryption Techniques)
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Game Programming Gems 2
Mark DeLoura
Game Programming Gems 2, the second volume in this successful series,
contains a completely new set of over 70 articles on diverse topics that
can be used in your own game projects. Written by game programming
experts, each contribution provides a hands-on solution to programming
problems, or a creative method for reducing programming time and
redundancy. Edited by Mark DeLoura, former editor-in-chief of Game
Developer Magazine, and a group of top-notch area editors, this
collection covers the major topics needed to develop a state-of-the-art
game engine. Six comprehensive sections, including an all new section on
audio programming, provide techniques that expert developers can
implement immediately, and intermediate to beginning programmers can use
to expand their skills and knowledge. This is a must-have reference that
contains the wisdom and experience of over 40 seasoned game developers.
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Mathematics for 3D Game Programming & Computer Graphics
This book illustrates the mathematical concepts that a game developer
would need to develop a professional-quality 3D engine. Although the
book is geared toward applications in game development, many of the
topics appeal to general interests in 3D graphics. It starts at a fairly
basic level in areas such as vector geometry and linear algebra, and
then progresses to more advanced topics in 3D programming such as
illumination and visibility determination. Particular attention is given
to derivations of key results, ensuring that the reader is not forced to
endure gaps in the theory. The book assumes a working knowledge of
trigonometry and calculus, but also includes sections that review the
important tools used from these disciplines, such as trigonometric
identities, differential equations, and the Taylor series. Key Features:
* Concentrates on key mathematical topics for programming 3D game
engines * Discusses applications in the context of the OpenGL
architecture due to its cross-platform nature and long-standing industry
acceptance. Makes references to modern 3D hardware such as GeForce 3
from Nvidia * Selected topics include Quaternions, Homogeneous
Coordinates, Ray Tracing, Bump Mapping, Portal Systems, Polygonal
Techniques, Shadows, and Physics * Includes exercise sets for use as a
textbook
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