Game Programming Gems 3 (Hardcover)
暫譯: 遊戲程式設計寶典 第三卷 (精裝版)

Dante Treglia

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商品描述

Book Description
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.

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.

 

 
Table of Contents

AI: Rectangle Navigation: A Highly Efficient Alternative to A*; Function Pointer-Based Embedded Finite State Machines; Terrain Analysis in an RTS; Character Virtualization; A Fast Approach to Navigation Meshes; A General Trigger System for AI Entities, Objects, and Quests; Optimized Machine Learning Techniques; Tactical Pathfinding Using A*; Audio: Obstruction Using Axes-Aligned Bounding Boxes; Compression and Effects Using Linear Predictive Coding; Using DSP to Create Dynamic Engine Sounds; Creating a Compelling 3D Audio Environment; Compressing Audio with Vector Quantization; Using the Biquad Resonant Filter; General: Developing Games for an International Market; A Platform Independent Function Binding Interface; Autolists: Allowing Trivial Listing of Object Instances; Handle-Based Smart Pointers; Programming a Game Design-Compliant Engine using UML; Graphics: A Compiler for Programmable Vertex Shading Hardware; Using Textures to Approximate a Mathematic Function; Computing Optimized Shadow Volumes for Complex Data Sets; Billboard Beams; Subdivision Surfaces for Character Animation; Mathematics: A Fast Approximation to the Slerp() Function; Clipping a Convex Polyhedron Against a Plane; A Naming Convention for Transformation Matrices; Base-2 Logarithm Utility Functions (C++); Constrained Inverse Kinematics; Quaternion Compression; Coping with Friction in Dynamical Simulations; Network and Multiplayer Games: A UDP Monitoring and Simulation Tool; (Algorithms for) Player Skill Estimates and Rating; Wireless Gaming with J2ME; Multiplayer Game Development Using Microsoft DirectPlay 8.1; Real-Time-Strategy Network Protocol; Template-Based Object Serialization; Reducing Latency in Real-time Strategy Games; Large-Scale Multiplayer Servers; Secure Sockets; A Flexible Simulation Architecture for Mass Multi-Player Games

商品描述(中文翻譯)

書籍描述
這本全新的《遊戲程式設計寶典》系列書籍充滿了即用的專家技術、想法和解決方案,專為遊戲開發者而設。提供了在商業項目中成功使用的創新解決方案,以及減少程式設計時間和冗餘的深刻建議和工具。涵蓋了遊戲開發的所有關鍵領域,這本寶貴的資源結合了70多位專業開發者的想法。每個部分都由該領域的專家編輯,以確保這些想法是原創、準確且對各種遊戲開發項目有用。除了涵蓋數學、圖形、一般程式設計、音頻和人工智慧外,《遊戲程式設計寶典 3》還新增了一個關於網路和多人遊戲的部分。每個演算法都附有即用的源代碼,進階程式設計師可以立即使用。渴望成為遊戲程式設計師的人將通過對演算法的詳細解釋和有用的修改及優化建議獲得新的見解。這是每位遊戲開發者必備的參考資料!

主要特點
* 全新收錄的原創工具,專為遊戲程式設計師設計!
* 全面涵蓋所有關鍵開發領域
* 新增網路和多人遊戲的部分
* CD-ROM內含可攜式的C和C++源代碼。大多數技術可在OpenGL和Linux上運行,但有些技術僅適用於Windows/Xbox/DirectX。

關於作者
Dante Treglia是美國任天堂軟體開發支援小組的首席軟體工程師,負責支援任天堂GameCube開發社群。該系列的創始編輯Mark Deloura是索尼電腦娛樂美國的開發者關係經理,專注於PlayStation 2及未來的娛樂產品。

目錄
AI:矩形導航:A*的高效替代方案;基於函數指標的嵌入式有限狀態機;RTS中的地形分析;角色虛擬化;導航網格的快速方法;AI實體、物件和任務的一般觸發系統;優化的機器學習技術;使用A*的戰術路徑尋找;音頻:使用軸對齊邊界框的阻礙;使用線性預測編碼的壓縮和效果;使用DSP創建動態引擎聲音;創建引人入勝的3D音頻環境;使用向量量化壓縮音頻;使用雙二次共振濾波器;一般:為國際市場開發遊戲;平台獨立的函數綁定介面;自動列表:允許物件實例的簡單列舉;基於句柄的智能指針;使用UML編程符合遊戲設計的引擎;圖形:可編程頂點著色硬體的編譯器;使用紋理近似數學函數;計算複雜數據集的優化陰影體積;廣告牌光束;角色動畫的細分曲面;數學:Slerp()函數的快速近似;將凸多面體裁剪到平面;變換矩陣的命名約定;基於2的對數實用函數(C++);約束逆運動學;四元數壓縮;在動態模擬中應對摩擦;網路和多人遊戲:UDP監控和模擬工具;(演算法)玩家技能估算和評級;使用J2ME的無線遊戲;使用Microsoft DirectPlay 8.1的多人遊戲開發;即時戰略網路協議;基於模板的物件序列化;減少即時戰略遊戲中的延遲;大規模多人伺服器;安全套接字;適用於大規模多人遊戲的靈活模擬架構。