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Game Programming Gems 4, 1st Edition

  • Andrew Kirmse
  • ISBN-10: 1584502959  |  ISBN-13: 9781584502951
  • 703 Pages
  • © 2004 | Published
  • List Price = $ 69.95
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  • For single copy purchases, visit CengageBrain.com

About

Overview

Uncover the secrets of the game industry's best programmers with the newest volume of the Game Programming Gems series With over 60 all new techniques, Game Programming Gems 4 continues to be the definitive resource for developers. Written by expert game developers who make today's amazing games, these articles not only provide quick solutions to cutting-edge problems, but they provide insights that you'll return to again and again. They'll spark your creativity and inspire your own discoveries. For the past few years, the game industry has been on an incredible journey of exploration and innovation. In conjunction with this journey, the scope of the Game Programming Gems series has broadened as well. With the variety of new platforms available, coverage has been expanded to include alternative languages and third party APIs. Most code is written in C++, but some interpreted languages (Java and Python) are also represented. The graphics articles make use of OpenGL, DirectX, and the various available shader languages. Volume 4 also includes an all new physics section that teaches innovative techniques for implementing real-time physics that will help you create emergent gameplay. To make searching between all four volumes of the series easy and efficient, we have added a cumulative index. This new volume is a definite must-have resource for every game programmer's library!

Features and Benefits

  • General Programming: the science of debugging games, large cross-platform libraries, generic tree container in C++, weak references and null objects, system for managing game entities
  • Mathematics: using the Mersenne Twister, extracting frustum and camera information, solving accuracy problems in large world coordinates, using the covariance matrix for better fitting bounding objects
  • Physics (New): algorithms for combat killing, vehicle physics simulation for CPU-limited systems, constraints in rigid body dynamics, interactive water surfaces
  • Artificial Intelligence: third-person camera navigation, using AI to enhance dramatic tension, NPC decision making, distributed-reasoning voting architecture
  • Graphics: GPU shadow volume construction for non-closed meshes, perspective shadow maps, shadow buffers, motion capture data compression, terrain occlusion culling with horizons
  • Network & Multiplayer: efficient MMP game state storage, application of parallel-state machines in a client-server environment, bit packing, time and consistency management for multi-server based MMORPGs
  • Audio: introduction to OpenAL, real-time lip synching, dynamic variables and audio programming, controlling real-time sound synthesis from game physics

Table of Contents

SECTION 1 GENERAL PROGRAMMING
SECTION 2 MATHEMATICS
SECTION 3 PHYSICS
SECTION 4 ARTIFICIAL INTELLIGENCE
SECTION 5 GRAPHICS
SECTION 6 NETWORK AND MULTIPLAYER
SECTION 7 AUDIO
APPENDIX: ABOUT THE CD-ROM

Meet the Author

Author Bio

Andrew Kirmse

Andrew Kirmse (San Rafael, CA) was the co-inventor and director of Meridian 59 (1996), and the graphics programmer on Star Wars: Starfighter (2001). He has degrees in physics, mathematics, and computer science from Massachusetts Institute of Technology, and currently works for Lucas Arts Entertainment Company. He has contributed to all three volumes in the Game Programming Gems series, and served as the section editor for Network and Multiplayer Programming for Game Programming Gems 3.