Game Programming Gems 2
Blazing through the excitement generated by the first volume, Game Programming Gems II is here with an entirely new set of innovative ideas, techniques, and algorithms. Game developers of all levels will find insightful tips and tools from this unique collection.Written by game programming experts, each contribution provides a hands-on solution to a programming problem, or a creative method for reducing programming time and redundancy. Edited by Mark DeLoura, 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 and provides all new coverage of audio issues. From animation and artificial intelligence to Z-buffering, lighting calculations, weather effects, curved surfaces, audio tools, multiplayer Internet gaming, music and sound effects, all of the major techniques needed to develop a competitive game engine are covered. All of the source code for each algorithm is included and can be used by advanced programmers immediately.For aspiring game programmers, the text for each algorithm explains the algorithm in detail, gives suggestions for beneficial modifications and optimizations, and includes references to related mate
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Interactive Processing Pipeline for Digital Audio
APPENDIX ABOUT THE CDROM
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algorithm allocation animation array audio behavior Bloom Filter boids bool bump mapping bytes cache calculation cell collapse collision color create define Direct3D DirectX dot product edge engine entity Equation example Figure float floating-point fractal frame fuzzy fuzzy logic game development Game Programming Game Programming Gems geometry graphics hardware implementation impostor index buffer influence map inline inline functions input integer interface interpolation lightmap line segment lookup loop macro matrix memory mesh method micro-thread music sequencer node normal object OpenGL optimization output parameters pathfinding performance pixel plane player pointer polygon position problem quadtree quaternions random number rendering result sample silhouette simple spline stack stored technique terrain texel texture coordinates texture map tile tion tree triangles update variable vector vertex vertex normal vertices visibility visibility map void waypoint