Home | Best Seller | FAQ | Contact Us
Browse
Art & Photography
Biographies & Autobiography
Body,Mind & Health
Business & Economics
Children's Book
Computers & Internet
Cooking
Crafts,Hobbies & Gardening
Entertainment
Family & Parenting
History
Horror
Literature & Fiction
Mystery & Detective
Nonfiction
Professional & Technology
Reference
Religion
Romance
Science
Science Fiction & Fantasy
Sports & Outdoors
Travel & Geography
   Book Info

enlarge picture

Game Programming Gems 3: With CD-ROM  
Author: Dante Treglia (Editor)
ISBN: 1584502339
Format: Handover
Publish Date: June, 2005
 
     
     
   Book Review

Book Description
This ALL NEW volume in the Game Programming Gems series is filled with ready-to-use expert techniques, ideas, and solutions for game developers. Innovative solutions that have been used successfully in commercial projects are provided, along with insightful tips and tools that reduce programming time and redundancy. Covering all the key areas of game development, this invaluable resource combines the ideas of over 70 professional developers. Each section is edited by an expert in the field to ensure that the ideas are original, accurate, and useful for a variety of game development projects. And in addition to covering Mathematics, Graphics, General Programming, Audio, and Artificial Intelligence, Game Programming Gems 3 also includes an all new section on Network and Multiplayer games. Ready-to-use source code is included for each algorithm and can be used immediately by advanced programmers. Aspiring game programmers will gain new insights into game programming through the detailed explanations of the algorithms and the helpful suggestions for modifications and optimizations. This is a must-have reference for every game developer! KEY FEATURES * An ALL NEW collection of original tools for game programmers! * Comprehensive coverage of all key development areas * New section covering Network and Multiplayer games * CD-ROM is packed with portable source code in C & C++. Most of the techniques will work in OpenGL and Linux, however, there are some techniques which will only work on Windows/Xbox/DirectX.

Book Info
Covering all the key areas of game development, this invaluable resource delves deep into the problems often encountered by programmers, and provides practical, valid solutions. A must-have reference for every game developer. CD-ROM included.

About the Author
Dante Treglia is the lead software engineer for Nintendo of America's Software Development Support Group where he supports the Nintendo GameCube development community. Mark Deloura, the found editor of the series, is the manager of developer relations for Sony Computer Entertainment America, focusin on the PlayStation 2 and future entertainment products.




Game Programming Gems 3: With CD-ROM

SYNOPSIS

The journey continues with this ALL NEW volume in the Game Programming Gems series!  As with the first two volumes, a dynamic group of some of the best game programmers in the industry have generously joined together to share their insights and techniques.   Their ready-to-use ideas, tips, and solutions, will help save hours of programming time, prevent redundancy, and leave you with more time to add cutting-edge features to your own games.

Covering all the key areas of game development, this invaluable resource delves deep into the problems often encountered by programmers, and provides practical, valid solutions. Each section is edited by an expert in the field to ensure that the ideas are original, accurate, and useful for a variety of game development projects.  In addition to covering Mathematics, Graphics, General Programming, Audio, and Artificial Intelligence, Game Programming Gems 3 also includes an all new section on Network and Multiplayer games.

This is a must-have reference, and series, for every game developer.  If you are just getting started, this book offers a true cross-section of the challenges you'll face, and provides a variety of additional references to help you find all the resources you need to advance your skills and knowledge.  If you're an expert already, you'll find new ideas and techniques to help save plenty of valuable programming time. 

ON THE CD-ROM (Windows)The CD-ROM is packed with portable source code in C & C++. Most of the techniques will work on all platforms, however, there are some techniques which will only work on Windows/ DirectX. Also included are demos of many of the techniques described in the book, the DirectX8.1 SDK, the OpenGL Utility Toolkit (GLUT), the glSetup Monolithic version, and high resolution versions of the color plates.

System Requirements:To use all of the code in the book, it is recommended that you know the following: C and C++, x86 assembler (if you're a PC engine programmer), and OpenGL and Direct3D (if you're a 3D programmer).

Section EditorsKim Pallister, General ProgrammingJohn Byrd, MathematicsSteve Woodcock, Artificial IntelligenceJeff Lander, GraphicsAndrew Kirmse, Network and MultiplayerScott Patterson, Audio

Section HighlightsGeneral Programming: Scheduling game events, object-composition framework, C-style macros, function-binding code generation, handle-based smart pointers, custom STL allocatorsMathematics: Fast base-2 functions, using vector fractions, approximations to trigonometric functions, constrained inverse kinematics, cellular automata for physical modelingArtificial Intelligence:  Optimized machine learning with GoGap, terrain analysis in an RTS, tactical path-finding with A*, a fast approach to navigation meshesGraphics: T-junction elimination and retriangulation, fast heightfield normal calculation, realistic character locomotion, a programmable vertex shader compiler, procedural texturingNetwork and Multiplayer: Minimizing latency in real-time strategy games, scaling multiplayer servers, template-based object serialization, secure socketsAudio: Audio compression with Ogg Vorbis, creating a compelling 3D audio environment, obstruction using axis-aligned bounding boxes, using the biquad resonant filter

 

EDITORS' BIOGRAPHIES:Dante Treglia is the lead software engineer at Nintendo of America's Software Development Support Group where he supports the Nintendo GameCube development community. Mark DeLoura, founding editor of the series, is the manager of developer relations for Sony Computer Entertainment America, focusing on the PlayStation 2 and future entertainment products.

Contributors Thor AlexanderJason BeardsleyOscar BlascoBen BoardMartin BrownlowPhil BurkJohn ByrdDrew CardChristopher ChristensenWagner Correa Mark DeLouraThomas DemachyMike DuckerEddie EdwardsCharles FarrisTom ForsythDavid FoxByon GarrabrantMiguel GomezRobin GreenJim GreerSoren Hannibal Michael HarveyBrian HawkinsGarin HiebertDan HigginsGreg HjelstromNaty HoffmanDon HopkinsKenneth HurleyPete IsenseeJohn IsidoroJan KautzPaul KellyAndrew KirmseJames KlosowskiAdam LakeJeff LanderWilliam LeesonEric LengyelFrank LuchsCarl S. MarshallJames McNeillMike MilligerKenny MitchellJack MoffittAaron NichollsChris OatKim PallisterScott PattersonAllen PouratianSteve RabinJustin RandallEric RobertGabriel RohwederGreg SeegertJason ShankelClaudio Silva Zack Booth SimpsonGreg SnookWilliam van der SterrenJan SvarovskyDante TregliaAlex VlachosCarlo VogelsangJason WeberStephen WhiteSteven WoodcockThomas YoungMark Zarb-Adami

     



Home | Private Policy | Contact Us
@copyright 2001-2005 ReadingBee.com