Advanced graphics game programming

时间:2013-01-20 07:44:44
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文件名称:Advanced graphics game programming

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更新时间:2013-01-20 07:44:44

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gamasutra 游戏编程文集 ----------------------- Implementing modular HLSL with RenderMonkey 1 Animation with Cg 17 Building an AI sensory system 41 Enabling complex character animations 49 What designers need to know about physics 59 Contact physics 63 Advanced character physics 71 Creating an event-driven cinematic camera, part II 87 Creating an event-driven cinematic camera, part I 94 Action-based discretization for AI search 103 The mechanics of robust stencil shadows 117 Distributing object state for networked games 142 Integrating a commercial physics engine 150 A non-integer power function on the pixel shader 160 Fast occlusion culling for outdoors environments 181 B閦ier triangles and n-patches 192 A real time procedural universe, part III 200 Complex matrix transformations 207 Social activities : implementing wittgenstein 217 Incredibly dense meshes 226 3D pathfinding 235 Dynamic LOD terrain rendering 247 Collision detection between circles or spheres 254 Tiled terrain 268 Exploring spring models 275 Volumetric rendering in real time 295 Deep-water animation and rendering 306 Terrain reasoning for 3D action games 330 Using Max script for building game levels 345 A real time procedural universe, part II 354 Animating 3D characters in real time games 363 Game engine with reproducible behavior 371 Facial animation in The Getaway 378 Image compression with vector quantization 390 Network programming in AOE 402 Toward more realistic pathfinding 414 BSP collision detection as in MDK2 and NWN 440 Cyberspace in the 21st century : scalability 449 Four tricks for fast blurring in soft- and hard- ware 465 Using AI to bring open-city racing to life 477 What your mother never told you... 489 Automating the build process 497 Refractive texture mapping, part II 509 3D engines for games : a broader perspective 518 Building your own subdivision surfaces 529 Profiling, data analysis, scalability and magic numbers, part II 541 Spherical env-mapping using texture matrices 552 Profiling, data analysis, scalabilty and magic numbers, part I 560 Inside Direct3D : stencil buffers 572 From a game development perspective 584 How to hurt the hackers : internet cheating 591 How computer chess can improve your pathfinding 603 Building an advanced particle system 615 Using groupings for networked gaming 625 More AI in less processor time : 'egocentric' AI 631 Implementing curved surface geometry 641 When the blobs go marching two by two 654 Physics on the back of a cocktail napkin 660 Half-Life and TeamFortress networking 668 Trials and tribulations of tribology 679 Creating procedural objects in 3DSMax 686 Implementing subdivision surface theory 702 Subdivision surface theory 712 Read my lips : facial animation techniques 724 Real-time LOD terrain rendering with ROAM 731 Advanced collision detection techniques 745 Real-time cloth animation 753 A case for code review 758 Continuous LOD terrain meshing using adaptive quadtrees 770 2D surface deformation 782 Lone game developper battles physics simulator 795 Collision response : bouncy, trouncy, fun 801 Simultaneous cross-platform game development 807 AI for games and animation : a cognitive modeling approach 813 Building scalable 3D games for the PC 833 Using NURBS surfaces in real-time applications 841 Rendering to texture surfaces using DirectX 7 855


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