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Game Programming Gems

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发表于 2010-1-2 00:51:16 | 显示全部楼层 |阅读模式
本帖最后由 石头 于 2010-1-2 01:44 编辑



作者:Mark DeLoura
出版日期:August 2000
出版社:其它
页数:600
ISBN:ISBN-10: 1584500492 ISBN-13: 978-1584500490
文件格式:PDF

Review
Aimed at the working (or aspiring) Visual C/C++ game programmer, Game   Programming Gemscontains over 60 programming tips that have been gathered from morethan 40 working game gurus. It you want to build your own games or areinterested simply in how games work, this text provides an intriguingglimpse into how the pros create state-of-the-art 3-D animation.
The guiding principle in this book is to publish the best availabletips for game programming; most of these fit into 10 pages or fewer.But don’t let the efficient presentation fool you; almost every one ofthese tips will be invaluable to any serious game developer.
Early sections concentrate on techniques for creating moremaintainable, faster code. A guide to using scripts for data-drivengame modules and techniques teaches you better resource management(like using handles). A quick-start tutorial to the Standard TemplateLibrary (STL) will help you learn how to use these fast collectionclasses in your code right away. Several contributors show offstrategies for better game debugging and profiling–there’s even a setof classes that can provide onscreen feedback during testing.
The mathematical underpinnings that are required to do leading-edge 3-D graphics   processing–including the use of quaternions,instead of matrices, in certain calculations–also are discussed. (Onesection looks at simulating water surfaces.) And artificialintelligence (AI) techniques for games–like Finite State Machines(FSMs), fuzzy logic, and neural networks–are explained. (The extremelycool flocking algorithms, which will let you add the behavior of birdsor fish to your next game level, are especially appealing.)
Over 20 techniques for doing work with polygons (a staple ofrepresenting 3-D virtual worlds) are laid out, too. You’ll learn avariety of important concepts, such as collision detection, workingwith key frames, better skinning for character animation, andrealistic terrain generation (including fractals). A discussion ofpixel effects, with some cutting-edge ways to add more realisticlighting and shadows to your games, closes the discussion. (One of themore exciting sections shows you how to simulate glass objects within3-D scenes.)
With its leading-edge material on the algorithms that are used by the   competition, Game Programming Gemswill be a virtual must-read for anyone who works in the game industry.With code samples that are geared to OpenGL and that should run on bothWindows and Linux, this book will help developers hone theirgame-programming skills. –Richard Dragan
Topics covered:
Tips and strategies for game developersData-driven design and scripting languagesObject-oriented design primerUsing Visual C++ templates for faster math calculationsResource-management techniques (Singleton patterns, resource handles, and   tips for fast data loads)The C++ Standard Template Library (STL) for gamesBit arraysNetwork protocols for online gamesUsing asserts   and profiling for gamesRandom numbersInterpolation methodsEquations for rigid body motionUsing polynomial approximations for trig   functionsImplicit Euler integrationWaveletsSimulating water   surfacesQuaternion vs. matrix calculationsArtificial-intelligence (AI)   techniques for gamersSending messagesFinite State Machines (FSMs)
Game treesPathing strategies (including A* and 3-D pathing   solutions)Flocking algorithmsIntroduction to fuzzy logic and neural   networksTechniques for faster graphics with polygons (and 3-D fundamentals)Loading vertices faster into OpenGLThe vector cameraCamera-control   strategies3-D collision detectionMultiresolution mapsDistance   calculationObject occlusionWorking with octreesInterpolating between 3-D keyframesSkinning techniquesTerrain-generation algorithms (including fractals)2-D lens flare2-D sprite effects with 3-D hardwareTechniques for more realistic   lightingShadows and texturingSimulating glass and liquids in   games
Product Description
For the countless tasks involved in creating a game engine there are anequal number of possible solutions. But instead of spending hours andhours trying to develop your own answers, now you can find out how thepros do it! Game Programming Gems is a hands-on, comprehensive resourcepacked with a variety of game programming algorithms written by expertsfrom the game industry and edited by Mark DeLoura, Software EngineeringLead for Nintendo of America, Inc.
From animation and artificial intelligence to Z-buffering, lightmaps, dark maps, bump maps, environment maps, and music and soundeffects, all of the major techniques needed to develop a competitivegame engine are covered. Game Programming Gems is written in a styleaccessible to individuals with a range of expertise levels. All of thesource code for each algorithm is included and can be used by advancedprogrammers immediately. For aspiring programmers, there is a detailedtutorial to work through before attempting the code, and suggestionsfor possible modifications and optimizations are included as well.
The companion CD-ROM contains all of the source code written in Cand C++, and it is easily portable to both Windows and Linux. Allgraphics displays use Open GL. Also as a supplement to the reader, GameProgramming Gems offers access to an associated Web site which containsup-to-the-minute information on additional game programming resources,research papers, and ongoing algorithm optimizations.
Key Features
– A must-have for every game programmers library! — Written by gameprogramming experts and edited by Nintendo’s Mark DeLoura —Comprehensive coverage of all major techniques used in game devleopment— CD-ROM is packed with the source code in C & C++, completelyportable to Windows and Linux, and Open GL is used for the graphicsdisplay

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发表于 2010-1-15 11:08:03 | 显示全部楼层
好东西,顶一下

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发表于 2010-1-16 11:35:12 | 显示全部楼层
能否说明一下。这东西。是不是有分册的??
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发表于 2010-9-10 02:58:27 | 显示全部楼层
这个是好东西
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