Cover image for Game Programming Gems 8.
Game Programming Gems 8.
Title:
Game Programming Gems 8.
Author:
Lake, Adam.
ISBN:
9781435457713
Personal Author:
Physical Description:
1 online resource (649 pages)
Contents:
Contents -- Preface -- Contributors -- Section 1 Graphics -- Introduction -- 1.1 Fast Font Rendering with Instancing -- 1.2 Principles and Practice of Screen Space Ambient Occlusion -- 1.3 Multi-Resolution Deferred Shading -- 1.4 View Frustum Culling of Catmull-Clark Patches in DirectX 11 -- 1.5 Ambient Occlusion Using DirectX Compute Shader -- 1.6 Eye-View Pixel Anti-Aliasing for Irregular Shadow Mapping -- 1.7 Overlapped Execution on Programmable Graphics Hardware -- 1.8 Techniques for Effective Vertex and Fragment Shading on the SPUs -- Section 2 Physics and Animation -- Introduction -- 2.1 A Versatile and Interactive Anatomical Human Face Model -- 2.2 Curved Paths for Seamless Character Animation -- 2.3 Non-Iterative, Closed-Form, Inverse Kinematic Chain Solver (NCF IK) -- 2.4 Particle Swarm Optimization for Game Programming -- 2.5 Improved Numerical Integration with Analytical Techniques -- 2.6 What a Drag: Modeling Realistic Three-Dimensional Air and Fluid Resistance -- 2.7 Application of Quasi-Fluid Dynamics for Arbitrary Closed Meshes -- 2.8 Approximate Convex Decomposition for Real-Time Collision Detection -- Section 3 AI -- Introduction -- 3.1 AI Level of Detail for Really Large Worlds -- 3.2 A Pattern-Based Approach to Modular AI for Games -- 3.3 Automated Navigation Mesh Generation Using Advanced Growth-Based Techniques -- 3.4 A Practical Spatial Architecture for Animal and Agent Navigation -- 3.5 Applying Control Theory to Game AI and Physics -- 3.6 Adaptive Tactic Selection in First-Person Shooter (FPS) Games -- 3.7 Embracing Chaos Theory: Generating Apparent Unpredictability through Deterministic Systems -- 3.8 Needs-Based AI -- 3.9 A Framework for Emotional Digital Actors -- 3.10 Scalable Dialog Authoring -- 3.11 Graph-Based Data Mining for Player Trace Analysis in MMORPGs -- Section 4 General Programming -- Introduction.

4.1 Fast-IsA -- 4.2 Registered Variables -- 4.3 Efficient and Scalable Multi-Core Programming -- 4.4 Game Optimization through the Lens of Memory and Data Access -- 4.5 Stack Allocation -- 4.6 Design and Implementation of an In-Game Memory Profiler -- 4.7 A More Informative Error Log Generator -- 4.8 Code Coverage for QA -- 4.9 Domain-Specific Languages in Game Engines -- 4.10 A Flexible User Interface Layout System for Divergent Environments -- 4.11 Road Creation for Projectable Terrain Meshes -- 4.12 Developing for Digital Drawing Tablets -- 4.13 Creating a Multi-Threaded Actor-Based Architecture Using Intel® Threading Building Blocks -- Section 5 Networking and Multiplayer -- Introduction -- 5.1 Secure Channel Communication -- 5.2 Social Networks in Games: Playing with Your Facebook Friends -- 5.3 Asynchronous I/O for Scalable Game Servers -- 5.4 Introduction to 3D Streaming Technology in Massively Multiplayer Online Games -- Section 6 Audio -- Introduction -- 6.1 A Practical DSP Radio Effect -- 6.2 Empowering Your Audio Team with a Great Engine -- 6.3 Real-Time Sound Synthesis for Rigid Bodies -- Section 7 General Purpose Computing on GPUs -- Introduction -- 7.1 Using Heterogeneous Parallel Architectures with OpenCL -- 7.2 PhysX GPU Rigid Bodies in Batman: Arkham Asylum -- 7.3 Fast GPU Fluid Simulation in PhysX -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
Electronic Access:
Click to View
Holds: Copies: