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Foreword
Preface
About the Cover Image
Contributor Bios
SECTION 1 GENERAL PROGRAMMING
Introduction
1.1 Lock-Free Algorithms
1.2 Utilizing Multicore Processors with OpenMP
1.3 Computer Vision in Games Using the OpenCV Library
1.4 Geographic Grid Registration of Game Objects
1.5 BSP Techniques
1.6 Closest-String Matching Algorithm
1.7 Using CppUnit To Implement Unit Testing
1.8 Fingerprinting Pre-Release Builds To Deter and Detect
Piracy
1.9 Faster File Loading with Access-Based File Reordering
1.10 Stay in the Game: Asset Hotloading for Fast Iteration
SECTION 2 MATHEMATICS AND PHYSICS
Introduction
2.1 Floating-Point Tricks
2.2 GPU Computation in Projective Space Using
Homogeneous Coordinates
2.3 Solving Systems of Linear Equations Using the Cross Product
2.4 Efficient Sequence Indexing for Game Development
2.5 Exact Buoyancy for Polyhedra
2.6 Real-Time Particle-Based Fluid Simulation with
Rigid Body Interaction
SECTION 3 ARTIFICIAL INTELLIGENCE
Introduction
3.1 Applying Model-Based Decision-Making Methods to Games:
Applying the Locust AI Engine to Quake III
3.2 Achieving Coordination with Autonomous NPCs
3.3 Behavior-Based Robotic Architectures for Games
3.4 Constructing a Goal-Oriented Robot for Unreal Tournament
Using
Fuzzy Sensors, Finite-State Machines, and Behavior Networks
3.5 A Goal-Oriented Unreal Bot: Building a Game Agent with
Goal-Oriented Behavior and Simple Personality Using
Extended Behavior Networks
3.6 Short-Term Memory Modeling Using a Support Vector Machine
3.7 Using the Quantified Judgment Model for Engagement Analysis
3.8 Designing a Multilayer, Pluggable AI Engine
3.9 A Fuzzy-Control Approach to Managing Scene Complexity
SECTION 4 SCRIPTING AND DATA-DRIVEN SYSTEMS
Introduction
4.1 Scripting Language Survey
4.2 Binding C/C++ Objects to Lua
4.3 Programming Advanced Control Mechanisms with
Lua Coroutines
4.4 Managing High-Level Script Execution Within
Multithreaded Environments
4.5 Exposing Actor Properties Using Nonintrusive Proxies
4.6 Game Object Component System
SECTION 5 GRAPHICS
Introduction
5.1 Synthesis of Realistic Idle Motion for
Interactive Characters
5.2 Spatial Partitioning Using an Adaptive Binary Tree
5.3 Enhanced Object Culling with (Almost) Oriented Bounding
Boxes
5.4 Skin Splitting for Optimal Rendering
5.5 GPU Terrain Rendering
5.6 Interactive Fluid Dynamics and Rendering on the GPU
5.7 Fast Per-Pixel Lighting with Many Lights
5.8 Rendering Road Signs Sharply
5.9 Practical Sky Rendering for Games
5.10 High Dynamic Range Rendering Using
OpenGL Frame Buffer Objects
SECTION 6 AUDIO
Introduction
6.1 Real-Time Sound Generation from Deformable Meshes
6.2 A Lightweight Generator for Real-Time Sound Effects
6.3 Real-Time Mixing Busses
6.4 Potentially Audible Sets
6.5 A Cheap Doppler Effect
6.6 Faking Real-Time DSP Effects
SECTION 7 NETWORK AND MULTIPLAYER
Introduction
7.1 Dynamically Adaptive Streaming of 3D Data for
Animated Characters
7.2 Complex Systems Based High-Level Architecture for
Massively Multiplayer Games
7.3 Generating Globally Unique Identifiers for Game Objects
7.4 Massively Multiplayer Online Prototype Utilizing
Second Life for Game Concept Prototyping
7.5 Reliable Peer-to-Peer Gaming Connections Penetrating NAT
About the CD-ROM
Index
Michael Dickheiser (Raleigh, NC) is a Software Engineer with over nine years experience in team-oriented projects within the computer game industry. He has been involved in all stages of development from conceptual design, technical design and documentation, to implementation, debugging, and formal testing.Dickheiser was most recently a Senior Engineer at Red Storm Entertainment and he is now Senior Computer Scientist at Applied Research Associates.
Foreword Preface About the Cover Image Contributor Bios SECTION 1 GENERAL PROGRAMMING Introduction 1.1 Lock-Free Algorithms 1.2 Utilizing Multicore Processors with OpenMP 1.3 Computer Vision in Games Using the OpenCV Library 1.4 Geographic Grid Registration of Game Objects 1.5 BSP Techniques 1.6 Closest-String Matching Algorithm 1.7 Using CppUnit To Implement Unit Testing 1.8 Fingerprinting Pre-Release Builds To Deter and Detect Piracy 1.9 Faster File Loading with Access-Based File Reordering 1.10 Stay in the Game: Asset Hotloading for Fast Iteration SECTION 2 MATHEMATICS AND PHYSICS Introduction 2.1 Floating-Point Tricks 2.2 GPU Computation in Projective Space Using Homogeneous Coordinates 2.3 Solving Systems of Linear Equations Using the Cross Product 2.4 Efficient Sequence Indexing for Game Development 2.5 Exact Buoyancy for Polyhedra 2.6 Real-Time Particle-Based Fluid Simulation with Rigid Body Interaction SECTION 3 ARTIFICIAL INTELLIGENCE Introduction 3.1 Applying Model-Based Decision-Making Methods to Games: Applying the Locust AI Engine to Quake III 3.2 Achieving Coordination with Autonomous NPCs 3.3 Behavior-Based Robotic Architectures for Games 3.4 Constructing a Goal-Oriented Robot for Unreal Tournament Using Fuzzy Sensors, Finite-State Machines, and Behavior Networks 3.5 A Goal-Oriented Unreal Bot: Building a Game Agent with Goal-Oriented Behavior and Simple Personality Using Extended Behavior Networks 3.6 Short-Term Memory Modeling Using a Support Vector Machine 3.7 Using the Quantified Judgment Model for Engagement Analysis 3.8 Designing a Multilayer, Pluggable AI Engine 3.9 A Fuzzy-Control Approach to Managing Scene Complexity SECTION 4 SCRIPTING AND DATA-DRIVEN SYSTEMS Introduction 4.1 Scripting Language Survey 4.2 Binding C/C++ Objects to Lua 4.3 Programming Advanced Control Mechanisms with Lua Coroutines 4.4 Managing High-Level Script Execution Within Multithreaded Environments 4.5 Exposing Actor Properties Using Nonintrusive Proxies 4.6 Game Object Component System SECTION 5 GRAPHICS Introduction 5.1 Synthesis of Realistic Idle Motion for Interactive Characters 5.2 Spatial Partitioning Using an Adaptive Binary Tree 5.3 Enhanced Object Culling with (Almost) Oriented Bounding Boxes 5.4 Skin Splitting for Optimal Rendering 5.5 GPU Terrain Rendering 5.6 Interactive Fluid Dynamics and Rendering on the GPU 5.7 Fast Per-Pixel Lighting with Many Lights 5.8 Rendering Road Signs Sharply 5.9 Practical Sky Rendering for Games 5.10 High Dynamic Range Rendering Using OpenGL Frame Buffer Objects SECTION 6 AUDIO Introduction 6.1 Real-Time Sound Generation from Deformable Meshes 6.2 A Lightweight Generator for Real-Time Sound Effects 6.3 Real-Time Mixing Busses 6.4 Potentially Audible Sets 6.5 A Cheap Doppler Effect 6.6 Faking Real-Time DSP Effects SECTION 7 NETWORK AND MULTIPLAYER Introduction 7.1 Dynamically Adaptive Streaming of 3D Data for Animated Characters 7.2 Complex Systems Based High-Level Architecture for Massively Multiplayer Games 7.3 Generating Globally Unique Identifiers for Game Objects 7.4 Massively Multiplayer Online Prototype Utilizing Second Life for Game Concept Prototyping 7.5 Reliable Peer-to-Peer Gaming Connections Penetrating NAT About the CD-ROM Index
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