Game Programming Gems 3: With CD-ROM

The journey continues with this ALL NEW volume in the Game Programming Gems series! As with the first two volumes, a dyn

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Table of contents :
Contents......Page 1
1.1 Scheduling Game Events......Page 7
1.2 An Object-Composition Game Framework......Page 17
1.3 Finding Redeeming Values in C-Style Macros......Page 28
1.4 Platform-Independent, Function Binding Code Generator......Page 40
1.5 Handle-Based Smart Pointers......Page 46
1.6 Custom STL Allocators......Page 51
1.7 Save Me Now!......Page 61
1.8 Autolists Design Pattern......Page 66
1.9 Floating-Point Exception Handling......Page 71
1.10 Programming a Game-Design Compliant Engine Using UML......Page 75
1.11 Using Lex and Yacc To Parse Custom Data Files......Page 85
1.12 Developing Games for a World Market......Page 94
1.13 Real-Time Input and UI in 3D Games......Page 112
1.14 Natural Selection: The Evolution of Pie Menus......Page 120
1.15 Lightweight, Policy-Based Logging......Page 132
1.16 Journaling Services......Page 139
1.17 Real-Time Hierarchical Profiling......Page 149
2.1 Fast Base-2 Functions for Logarithms and Random Number Generation......Page 156
2.2 Using Vector Fractions for Exact Geometry......Page 159
2.3 More Approximations to Trigonometric Functions......Page 169
2.4 Quaternion Compression......Page 186
2.5 Constrained Inverse Kinematics......Page 191
2.6 Cellular Automata for Physical Modelling......Page 199
2.7 Coping with Friction in Dynamic Simulations......Page 214
3.1 Optimized Machine Learning with GoCap......Page 225
3.2 Area Navigation: Expanding the Path-Finding Paradigm......Page 234
3.3 Funciton Pointer-Based Embedded Finite-State Machines......Page 250
3.4 Terraing Analysis in an RTS - The Hidden Giant......Page 262
3.5 An Extensible Trigger System for AI Agents, Objects and Quests......Page 279
3.6 Tactical Path-Finding with A*......Page 288
3.7 A Fast Approach to Navigation Meshes......Page 301
3.8 Choosing a Relationship Between Path-Finding and Collision......Page 315
4.1 T-Junction Elimination and Retriangulation......Page 327
4.2 Fast Heightfield Normal Calculation......Page 333
4.3 Fast Patch Normals......Page 338
4.4 Fast and Simple Occlusion Culling......Page 342
4.5 TriangleStrip Creation, Optimizations, and Rendering......Page 348
4.6 Computing Optimized Shadow Volumes for Complex Data Sets......Page 356
4.7 Subdivision Surfaces for Character Animation......Page 361
4.8 Improved Deformation of Bones......Page 373
4.9 A Framework for Realistic Character Locomotion......Page 383
4.10 A Programmable Vertex Shader Compiler......Page 393
4.11 Billboard Beams......Page 402
4.12 3D Tricks for Isometric Engines......Page 406
4.13 Curvature Simulation Using Normal Maps......Page 413
4.14 Methods for Dynamic, Photorealistic Terrain Lighting......Page 422
4.15 Cube Map Lighting Techniques......Page 433
4.16 Procedural Texturing......Page 441
4.17 Unique Textures......Page 448
4.18 Textures as Lookup Tables for Per-Pixel Lighting Computations......Page 456
4.19 Rendering with Handcrafted Shading Models......Page 466
5.1 Minimazing Latency in Real-Time Strategy Games......Page 473
5.2 Real-Time Strategy Network Protocol......Page 481
5.3 A Flexible Simulation Architecture for Massively Multiplayer Games......Page 491
5.4 Scaling Multiplayer Servers......Page 505
5.5 Template-Based Object Serialization......Page 519
5.6 Secure Sockets......Page 531
5.7 A Network Monitoring and Simulation Tool......Page 542
5.8 Creating Multiplayer Games with DirectPlay 8.1......Page 546
5.9 Wireless Gaming Using the Java Micro Edition......Page 558
6.1 Audio Compression with Ogg Vorbis......Page 567
6.2 Creating a Compelling 3D Audio Environment......Page 575
6.3 Obstruction Using Axis-Alligned Bounding Boxes......Page 580
6.4 Using the Biquad Resonant Filter......Page 586
6.5 Linear Predictive Coding for Voice Compression and Effects......Page 593
6.6 The Stochastic Synthesis of Complex Sounds......Page 602
6.7 Real-Time Modular Audio Processing for Games......Page 610

Game Programming Gems 3: With CD-ROM

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