Game Programming Gems 4

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Game Programming Gems 4
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Author : Andrew Kirmse
language : en
Publisher: Delmar Thomson Learning
Release Date : 2004
Game Programming Gems 4 written by Andrew Kirmse and has been published by Delmar Thomson Learning this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Computers categories.
"Game Programming Gems 4" is an all new volume in this must-have series. It is filled with ready-to-use expert techniques, ideas, and solutions for game developers, and includes many innovative solutions that have been used successfully in commercial projects.
Game Programming Gems 4
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Author : Andrew Kirmse
language : en
Publisher:
Release Date : 2004
Game Programming Gems 4 written by Andrew Kirmse and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Computer games categories.
Game Programming Patterns
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Author : Robert Nystrom
language : en
Publisher: Genever Benning
Release Date : 2014-11-03
Game Programming Patterns written by Robert Nystrom and has been published by Genever Benning this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-11-03 with Computers categories.
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
Ai Game Programming Wisdom 2
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Author : Steve Rabin
language : en
Publisher:
Release Date : 2004-01
Ai Game Programming Wisdom 2 written by Steve Rabin and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004-01 with Computers categories.
Presents articles by artificial intelligence programmers that discuss techniques, concepts, architectures, and philosophies of AI game programming.
Graphics Gems Iv
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Author : Paul S. Heckbert
language : en
Publisher: Morgan Kaufmann
Release Date : 1994
Graphics Gems Iv written by Paul S. Heckbert and has been published by Morgan Kaufmann this book supported file pdf, txt, epub, kindle and other format this book has been release on 1994 with Computers categories.
Accompanying disk contains ... "all of the code from all four volumes."--Page 4 of cover.
Unreal Development Kit Game Programming With Unrealscript
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Author : Rachel Cordone
language : en
Publisher: Packt Publishing Ltd
Release Date : 2011-12-15
Unreal Development Kit Game Programming With Unrealscript written by Rachel Cordone and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-12-15 with Computers categories.
This is a practical hands-on book with clear instructions and lot of code examples. It takes a simple approach, guiding you through different architectural topics using realistic sample projects.
Gpu Gems
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Author : Randima Fernando
language : en
Publisher:
Release Date : 2004
Gpu Gems written by Randima Fernando and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Computer games categories.
GPU Gems has won a prestigious Front Line Award from Game Developer Magazine . The Front Line Awards recognize products that enable faster and more efficient game development, advancing the state of the art. FULL COLOR THROUGHOUT! "This collection of articles is particularly impressive for its depth and breadth. The book includes product-oriented case studies, previously unpublished state-of-the-art research, comprehensive tutorials, and extensive code samples and demos throughout."--Eric Haines, Author of Real-Time Rendering " GPU Gems is a cool toolbox of advanced graphics techniques. Novice programmers and graphics gurus alike will find the Gems practical, intriguing and useful." -Tim Sweeney, Lead Programmer of Unreal at Epic Games GPU Gems is a compilation of articles covering practical real-time graphics techniques arising from the research and practice of cutting-edge developers. It focuses on the programmable graphics pipeline available in today's graphics processing units (GPUs) and highlights quick and dirty tricks used by leading developers, as well as fundamental, performance-conscious techniques for creating advanced visual effects. The contributors and editors, collectively, bring countless years of experience to enlighten and propel the reader into the fascinating world of programmable real-time graphics. Major topics covered include: Natural effects Lighting and shadows Materials Image processing Performance and practicalities Beyond triangles Contributors are from the following universities and corporations: Alias Systems Brown University Croteam Cyan Worlds Hochschule Bremen Industrial Light and Magic iXBT.com Monolith Productions New York University Novarama NVIDIA Paralelo Computacao Piranha Bytes Pixar Animation Studios Siemens Medical Solutions Softimage Company Softlab-NSK Sony Pictures Imageworks Stanford University UC Davis UNC-Chapel Hill Universitat Pompeu Fabra University of Utah University of Waterloo The accompanying CD-ROM includes complementary examples and sample programs.
Game Engine Toolset Development
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Author : Graham Wihlidal
language : en
Publisher: Course Technology Ptr
Release Date : 2006
Game Engine Toolset Development written by Graham Wihlidal and has been published by Course Technology Ptr this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006 with Computers categories.
"Developing a core foundation of tools that can be used from one project to the next is a skill that can save a tremendous amount of time and money. Although toolset development is a broad topic, this book provides you with a comprehensive set of skills designed to aid you in the development of game engine tools. Utilizing the C# language and the Microsoft .NET 2.0 Framework, you will study toolset development methodologies that will help you successfully complete your project while significantly reducing the time required for the construction phase. If you have a working knowledge of C# and the .NET Framework, then you have everything you need to begin creating your own game engine tools."
Game Programming Algorithms And Techniques
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Author : Sanjay Madhav
language : en
Publisher: Addison-Wesley Professional
Release Date : 2013-12-16
Game Programming Algorithms And Techniques written by Sanjay Madhav and has been published by Addison-Wesley Professional this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-12-16 with Computers categories.
Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry. Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more. Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav’s game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on. Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net. Coverage includes Game time management, speed control, and ensuring consistency on diverse hardware Essential 2D graphics techniques for modern mobile gaming Vectors, matrices, and linear algebra for 3D games 3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions Handling today’s wide array of digital and analog inputs Sound systems including sound events, 3D audio, and digital signal processing Fundamentals of game physics, including collision detection and numeric integration Cameras: first-person, follow, spline, and more Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning User interfaces including menu systems and heads-up displays Scripting and text-based data files: when, how, and where to use them Basics of networked games including protocols and network topology
Game Ai Pro 3
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Author : Steve Rabin
language : en
Publisher: CRC Press
Release Date : 2017-07-12
Game Ai Pro 3 written by Steve Rabin and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-07-12 with Computers categories.
Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning. KEY FEATURES Contains 42 chapters from 50 of the game industry’s top developers and researchers. Provides real-life case studies of game AI in published commercial games. Covers a wide range of AI in games, with topics applicable to almost any game. Includes downloadable demos and/or source code, available at http://www.gameaipro.com SECTION EDITORS Neil Kirby General Wisdom Alex Champandard Architecture Nathan Sturtevant Movement and Pathfinding Damian Isla Character Behavior Kevin Dill Tactics and Strategy; Odds and Ends