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Core Techniques and Algorithms in Game Programming2003
Core Techniques and Algorithms in Game Programming2003
ISBN: N/A
EAN: N/A
Year: 2004
Pages: 261
BUY ON AMAZON
Main Page
Table of content
Copyright
About the Author
About the Technical Reviewer
Acknowledgments
Tell Us What You Think
Introduction
What You Will Learn
What You Need to Know
How This Book Is Organized
Conventions
Chapter 1. A Chronology of Game Programming
Phase I: Before Spacewar
Phase II: Spacewar to Atari
Phase III: Game Consoles and Personal Computers
Phase IV: Shakedown and Consolidation
Phase V: The Advent of the Game Engine
Phase VI: The Handheld Revolution
Phase VII: The Cellular Phenomenon
Phase VIII: Multiplayer Games
In Closing
Chapter 2. Game Architecture
Real-Time Software
The Game Logic Section
The Presentation Section
The Programming Process
In Closing
Chapter 3. Data Structures and Algorithms
Types, Structures, and Classes
Data Structures
The Standard Template Library
In Closing
Chapter 4. Design Patterns
Design Patterns Defined
Some Useful Programming Patterns
Usability Patterns
In Closing
Chapter 5. User Input
The Keyboard
Mouse
Joysticks
Hardware Abstraction
Force Feedback
In Closing
Chapter 6. Fundamental AI Technologies
Context
Structure of an AI System
Specific Technologies
In Closing
Chapter 7. Action-Oriented AI
On Action Games
Choreographed AIs
Object Tracking
Chasing
Evasion
Patrolling
Hiding and Taking Cover
Shooting
Putting It All Together
In Closing
Chapter 8. Tactical AI
Tactical Thinking Explained
Military Analysis: Influence Maps
Representing Tactics
In Closing
Chapter 9. Scripting
Building a Scripting Language
Embedded Languages
Socket-Based Scripting
In Closing
Chapter 10. Network Programming
How the Internet Really Works
The Programmer s Perspective: Sockets
Clients
A Simple TCP Server
Multiclient Servers
UDP Servers
Preventing Socket Blocks
Designing Client-Server Games
Massively Multiplayer Games
In Closing
Chapter 11. 2D Game Programming
On Older Hardware
Data Structures for 2D Games
Mapping Matrices
2D Game Algorithms
Special Effects
In Closing
Chapter 12. 3D Pipeline Overview
A First Look
Fundamental Data Types
Geometry Formats
A Generic Graphics Pipeline
In Closing
Chapter 13. Indoors Rendering
General Analysis
Occluder-Based Algorithms
Binary Space Partition Algorithms
Portal Rendering
Hierarchical Occlusion Maps
Hybrid Approaches
Hardware-Assisted Occlusion Tests
In Closing
Chapter 14. Outdoors Algorithms
Overview
Data Structures for Outdoors Rendering
Geomipmapping
ROAM
Chunked LODs
A GPU-Centric Approach
Outdoors Scene Graphs
In Closing
Chapter 15. Character Animation
Analysis
Explicit Versus Implicit Methods
Explicit Animation Techniques
Implicit Animation Overview
Prop Handling
A Note on Vehicles
Limb Slicing
Facial Animation
Inverse Kinematics
Blending Forward and Inverse Kinematics
In Closing
Chapter 16. Cinematography
First-Person Shooters
Handling Inertia
Flight Simulators and Quaternions
Third-Person Cameras
Cinematic Cameras: Camera Styles
Cinematic Cameras: Placement Algorithms
Agent-Based Approaches
In Closing
Chapter 17. Shading
Real-World Illumination
Light Mapping
The BRDF
Nonphotorealistic Rendering
In Closing
Chapter 18. Texture Mapping
Types of Textures
Tiling and Decals
Filtering
Mipmapping
Texture Optimization
Multipass Techniques
Multitexture
Texture Arithmetic and Combination
Detail Textures
Environment Mapping
Bump Mapping
Gloss Mapping
In Closing
Chapter 19. Particle Systems
Anatomy of a Particle System
The Particle Data Structure
Some Notes on Architecture
Speed-Up Techniques
In Closing
Chapter 20. Organic Rendering
Nature and Complexity
Trees
Grass
Clouds
Oceans
In Closing
Chapter 21. Procedural Techniques
Procedural Manifesto
Renderman
Real-Time Shading Languages
Types of Shaders
Texture Mapping
Particle Systems
Animation
Special Effects
In Closing
Chapter 22. Geometrical Algorithms
Point Inclusion Tests
Ray Intersection Tests
Moving Tests
Point Versus Triangle Set Collision (BSP-Based)
Mesh Versus Mesh (Sweep and Prune Approach)
Computing a Convex Hull
Triangle Reduction
In Closing
Appendix A. Performance Tuning
Analysis Techniques
Analysis Tools
General Optimization Techniques
Application
Efficient Data Transfer
Tuning the Geometry Pipeline
Tuning the Rasterizer Stage
Other Optimization Tools
In Closing
Appendix B. OpenGL
Philosophy
Basic Syntax
Immediate Mode Rendering
Transformations
Camera Model
Lighting
Texturing
Working in RGBA Mode
Display Lists
Vertex Arrays
OpenGL Extensions
Efficiency Considerations
Geometric Representation
In Closing
Appendix C. Direct3D
History
Booting Direct3D
Handling Geometry
Indexed Primitives
User Pointer Primitives
Efficient Geometry Delivery
Flexible Vertex Formats
Matrices, Cameras, and Transforms
Working with Texture Maps
Lighting
Render States
The Extension Library
Animation Helpers
In Closing
Appendix D. Some Math Involved
Distances
Trigonometry
Vector Math
Matrices
Appendix E. Further Reading
Index
Index SYMBOL
Index A
Index B
Index C
Index D
Index E
Index F
Index G
Index H
Index I
Index J
Index K
Index L
Index M
Index N
Index O
Index P
Index Q
Index R
Index S
Index T
Index U
Index V
Index W
Index X
Index Y
Core Techniques and Algorithms in Game Programming2003
ISBN: N/A
EAN: N/A
Year: 2004
Pages: 261
BUY ON AMAZON
Metrics and Models in Software Quality Engineering (2nd Edition)
Software Development Process Models
The Exponential Model
Metrics and Lessons Learned for Object-Oriented Projects
Lessons Learned from OO Projects
Take Time Getting Faster
Adobe After Effects 7.0 Studio Techniques
Linear Keyers and Hi-Con Mattes
Film and Video Looks
Dynamic Range
Conclusion
Water
WebLogic: The Definitive Guide
Introduction
Building CMP Entity Beans
Mapping Certificates to WebLogic Users
The Security Provider Architecture
MBean Notifications
Persuasive Technology: Using Computers to Change What We Think and Do (Interactive Technologies)
Overview of Captology
The Functional Triad Computers in Persuasive Roles
Credibility and Computers
Credibility and the World Wide Web
Increasing Persuasion through Mobility and Connectivity
Quantitative Methods in Project Management
Project Value: The Source of all Quantitative Measures
Making Quantitative Decisions
Risk-Adjusted Financial Management
Quantitative Time Management
Quantitative Methods in Project Contracts
Digital Character Animation 3 (No. 3)
Design Styles
Chapter Two. Modeling Characters
Animating with Poses
Animating the Face
Conclusion
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