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参加者

  • 3-5-1(未確定) -- T.Ono? 2011-07-14 (木) 17:50:30
  • 3.5.2 Real-Time Strategy Network Protocol (496) -- 村山? 2011-07-19 (火) 16:04:23
  • 2.1.22 Using Web Cameras in Video Games -- 平井? 2011-08-08 (月) 11:57:06
  • EAVJVxQpuCeHWcB -- mzhybhx? 2013-01-03 (木) 05:23:44
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内容

Game Programming Gems 1

  • Section 1 Programming Techniques
    • 1.0 The Magic of Data-Driven Design
    • 1.1 Object-Oriented Programming and Design Techniques
    • 1.2 Fast Math Using Template Metaprogramming
    • 1.3 An Automatic Singleton Utility
    • 1.4 Using the STL in Game Programming
    • 1.5 A Generic Function-Binding Interface
    • 1.6 A Generic Handle-Based Resource Manager
    • 1.7 Resource and Memory Management
    • 1.8 Fast Data Load Trick
    • 1.9 Frame-Based Memory Allocation
    • 1.10 Simple, Fast Bit Arrays
    • 1.11 A Network Protocol for Online Games
    • 1.12 Squeezing More Out of Assert
    • 1.13 Stats: Real-Time Statistics and In-Game Debugging
    • 1.14 Real-Time In-Game Profiling
  • Section 2 Mathematics
    • 2.0 Predictable Random Numbers
    • 2.1 Interpolation Methods
    • 2.2 Integrating the Equations of Rigid Body Motion
    • 2.3 Polynomial Approximations to Trigonometric Functions
    • 2.4 Using Implicit Euler Integration for Numerical Stability
    • 2.5 Wavelets: Theory and Compression
    • 2.6 Interactive Simulation of Water Surfaces
    • 2.7 Quaternions for Game Programming
    • 2.8 Matrix-Quaternion Conversions
    • 2.9 Interpolating Quaternions
    • 2.10 The Shortest Arc Quaternion
  • Section 3 Artificial Intelligence
    • 3.0 Designing a General Robust AI Engine
    • 3.1 A Finite-State Machine Class
    • 3.2 Game Trees
    • 3.3 The Basics of A* for Path Planning
    • 3.4 A* Aesthetic Optimizations
    • 3.5 A* Speed Optimizations
    • 3.6 Simplified 3D Movement and Pathfinding Using Navigation Meshes
    • 3.7 Flocking: A Simple Technique for Simulating Group Behavior
    • 3.8 Fuzzy Logic for Video Games
    • 3.9 A Neural-Net Primer
  • Section 4 Polygonol Techniques
    • 4.0 Optimizing Vertex Submissions for OpenGL
    • 4.1 Tweaking A Vertex's Projected Depth Value
    • 4.2 The Vector Camera
    • 4.3 Camera Control Techniques
    • 4.4 A Fast Cylinder-Frustum Intersection Test
    • 4.5 3D Collision Detection
    • 4.6 Multi-Resolution Maps for Interaction Detection
    • 4.7 Computing the Distance into a Sector
    • 4.8 Object Occlusion Culling
    • 4.9 Never Let 'Em See You Pop - Issues in Geometric Level of Detail Selection
    • 4.10 Octree Construction
    • 4.11 Loose Octrees
    • 4.12 View-Independent Progressive Meshing
    • 4.13 Interpolated 3D Keyframe Animation
    • 4.14 A Fast and Simple Skinning Techniques
    • 4.15 Filling the Gaps - Advanced Animation Using Stitching and Skinning
    • 4.16 Real-Time Realistic Terrain Generation
    • 4.17 Fractal Terrain Generation - Fault Formation
    • 4.18 Fractal Terrain Generation - Midpoint Displacement
    • 4.19 Fractal Terrain Generation - Particle Deposition
  • Section 5 Pixel Effects
    • 5.0 2D Lens Flare
    • 5.1 Using 3D Hardware for 2D Sprite Effects
    • 5.2 Motif-Based Static Lighting
    • 5.3 Simulated Real-Time Lighting Using Vertex Color Interpolation
    • 5.4 Attenuation Maps
    • 5.5 Advanced Texturing Using Texture Coordinate Generation
    • 5.6 Hardware Bump Mapping
    • 5.7 Ground-Plane Shadows
    • 5.8 Real-Time Shadows on Complex Objects
    • 5.9 Improving Environment-Mapped Reflection Using Glossy Prefiltering and the Fresnel Term
    • 5.10 Convincing-Looking Glass for Games
    • 5.11 Refraction Mapping for Liquids in Containers
  • Section 6 Appendix
    • 6.0 The Matrix Utility Library
    • 6.1 The Text Utility Library
    • 6.2 About the CD-ROM

Game Programming Gems 2

  • GENERAL PROGRAMMING
    • Optimization for C++ Games
    • Inline Functions Versus Macros
    • Programming with Abstruct Interfaces
    • Exporting C++ Classes from DLLs
    • Protect yourself from DLL Hell and Missing OS Functions
    • Dynamic Type Information
    • A Property Class for Generic C++ Member Access
    • A Game Entity Factory
    • Adding Deprecation Facilities to C++
    • A Drop-in Debug Memory Manager
    • A Built-in Game Profiling Module
    • Linear Programming Model for Windows-based Games
    • Stack Winding
    • Self-Modifying Code
    • File Management Using Resource Files
    • Game Input Recording and Playback
    • A Flexible Text Parsing System
    • A Generic Tweaker
    • Genuine Random Number Generation
    • Using Bloom Filters to Improve Computational Performance
    • 3ds max Skin Exporter and Animation Toolkit
    • Using Web Cameras in Video Games
  • Mathematics
    • Floating-Point Tricks: Improving Performance with IEEE
    • Vector and Plane Tricks
    • Fast, Robust Intersection of 3D Line Segments
    • Inverse Trajectory Determination
    • The Parallel Transport Frame
    • Smooth C2 Quaternion-based Flythrough Paths
    • Recursive Dimensional Clustering: A Fast Algorithm for Collision Detection
    • Programming Fractals
  • Artificial Intelligence
    • Strategies for Optimizing AI
    • Micro-Threads for Game Object AI
    • Managing AI And Micro-Threads
    • An Architecture for RTS Command Queuing
    • A High-Performance Tile-based Line-of-Sight and Search System
    • Influence Mapping
    • Strategic Assessment Techniques
    • Terrain Reasoning for 3D Action Games
    • Expanded Geometry for Points-of-Visibility Pathfinding
    • Optimizing Points-of-Visibility Pathfinding
    • Flocking with Teeth: Predators and Prey
    • A Generic Fuzzy State machine in C++
    • Imploding Combinatorial Explosion in a Fuzzy System
    • Using a Neural Network in a Gmae: A Concrete Example
  • Geometry Management
    • Introduction: Geometry Management
    • Comparison of VIPM Methods
    • Simplified Terrain Using Interlocking Tiles
    • Sphere Trees for Fast Visibility Culling, Ray Tracing, and Range Searching
    • Compressed Axis-Aligned Bounding Box Trees
    • Direct Access Quadtree Lookup
    • Approximating Fish Tank Refractions
    • Rendering Print Resolution Screenshots
    • Applying Decals to Arbitrary Surfaces
    • Rendering Distant Scenery with Skyboxes
    • Self-Shadowing Characters
    • Classic Super Mario 64 Third-Person Control and Animation
  • Graphics Display
    • Cartoon Rendering: Real-time Silhouette Edge Detection
    • Cartoon Rendering Using Texture Mapping and Programmable Vertex Shaders
    • Dyamic Per-Pixel Lighting Techniques
    • Generating Procedural Clouds using 3D hardware
    • Texture Making for Faster Lens Flare
    • Practical Priority Buffer Shadows
    • Impostors: Adding Clutter
    • Operations for hardware-Accelerated Procedural texture Animation
  • AUDIO Programming
    • Game Audio Design Patterns
    • A Technique to Instantaneously Reuse Voices in a Sample-based Synthesizer
    • Software-based DSP Effects
    • Interactive Processing Pipeline for Digital Audio
    • A Basic Music Sequencer for Games
    • A Low-Level Sound API

Game Programming Gems 3

  • SECTION 1 GENERAL PROGRAMMING (1)
    • 1.1 Scheduling Game Events (5)
    • 1.2 An Object-Composition Game Framework (15)
    • 1.3 Finding Redeeming Value in C-Style Macros (26)
    • 1.4 Platform-Independent, Function-Binding Code Generator (38)
    • 1.5 Handle-Based Smart Pointers (44)
    • 1.6 Custom STL Allocators (49)
    • 1.7 Save Me Now! (59)
    • 1.8 Autolists Design Pattern (64)
    • 1.9 Floating-Point Exception Handling (69)
    • 1.10 Programming a Game Design-Compliant Engine Using UML (73)
    • 1.11 Using Lex and Yacc To Parse Custom Data Files (83)
    • 1.12 Developing Games for a World Market (92)
    • 1.13 Real-Time Input and UI in 3D Games (109)
    • 1.14 Natural Selection: The Evolution of Pie Menus (117)
    • 1.15 Lightweight, Policy-Based Logging (129)
    • 1.16 Journaling Services (136)
    • 1.17 Real-Time Hierarchical Profiling (146)
  • SECTION 2 MATHEMATICS (153)
    • 2.1 Fast Base-2 Functions for Logarithms and Random Number Generation (157)
    • 2.2 Using Vector Fractions for Exact Geometry (160)
    • 2.3 More Approximations to Trigonometric Functions (170)
    • 2.4 Quaternion Compression (187)
    • 2.5 Constrained Inverse Kinematics (192)
    • 2.6 Cellular Automata for Physical Modeling (200)
    • 2.7 Coping with Friction in Dynamic Simulations (215)
  • SECTION 3 ARTIFICIAL INTELLIGENCE (227)
    • 3.1 Optimized Machine Learning with GoCap (231)
    • 3.2 Area Navigation: Expanding the Path-Finding Paradigm (240)
    • 3.3 Function Pointer-Based, Embedded Finite-State Machines (256)
    • 3.4 Terrain Analysis in an RTS-The Hidden Giant (268)
    • 3.5 An Extensible Trigger System for AI Agents, Objects, and Quests (285)
    • 3.6 Tactical Path-Finding with A* (294)
    • 3.7 A Fast Approach to Navigation Meshes (307)
    • 3.8 Choosing a Relationship Between Path-Finding and Collision (321)
  • SECTION 4 GRAPHICS (333)
    • 4.1 T-Junction Elimination and Retriangulation (338)
    • 4.2 Fast Heightfield Normal Calculation (344)
    • 4.3 Fast Patch Normals (349)
    • 4.4 Fast and Simple Occlusion Culling (353)
    • 4.5 Triangle Strip Creation, Optimizations, and Rendering (359)
    • 4.6 Computing Optimized Shadow Volumes for Complex Data Sets (367)
    • 4.7 Subdivision Surfaces for Character Animation (372)
    • 4.8 Improved Deformation of Bones (384)
    • 4.9 A Framework for Realistic Character Locomotion (394)
    • 4.10 A Programmable Vertex Shader Compiler (404)
    • 4.11 Billboard Beams (413)
    • 4.12 3D Tricks for Isometric Engines (417)
    • 4.13 Curvature Simulation Using Normal Maps (424)
    • 4.14 Methods for Dynamic, Photorealistic Terrain Lighting (433)
    • 4.15 Cube Map Lighting Techniques (444)
    • 4.16 Procedural Texturing (452)
    • 4.17 Unique Textures (459)
    • 4.18 Textures as Lookup Tables for Per-Pixel Lighting Computations (467)
    • 4.19 Rendering with Handcrafted Shading Models (477)
  • SECTION 5 NETWORK AND MULTIPLAYER (485)
    • 5.1 Minimizing Latency in Real-Time Strategy Games (488)
    • 5.2 Real-Time Strategy Network Protocol (496)
    • 5.3 A Flexible Simulation Architecture for Massively Multiplayer Games (506)
    • 5.4 Scaling Multiplayer Servers (520)
    • 5.5 Template-Based Object Serialization (534)
    • 5.6 Secure Sockets (546)
    • 5.7 A Network Monitoring and Simulation Tool (557)
    • 5.8 Creating Multiplayer Games with DirectPlay 8.1 (561)
    • 5.9 Wireless Gaming Using the Java Micro Edition (573)
  • SECTION 6 AUDIO (583)
    • 6.1 Audio Compression with Ogg Vorbis (587)
    • 6.2 Creating a Compelling 3D Audio Environment (595)
    • 6.3 Obstruction Using Axis-Aligned Bounding Boxes (600)
    • 6.4 Using the Biquad Resonant Filter (606)
    • 6.5 Linear Predictive Coding for Voice Compression and Effects (613)
    • 6.6 The Stochastic Synthesis of Complex Sounds (622)
    • 6.7 Real-Time Modular Audio Processing for Games (630)

Game Programming Gems 4

  • SECTION 1 GENERAL PROGRAMMING (1)
    • 1.1 The Science of Debugging Games (5)
    • 1.2 An HTML-Based Logging and Debugging System (19)
    • 1.3 The Clock: Keeping Your Finger on the Pulse of the Game (27)
    • 1.4 Designing and Maintaining Large Cross-Platform Libraries (35)
    • 1.5 Fight Memory Fragmentation with Templated Freelists (43)
    • 1.6 A Generic Tree Container in C++ (51)
    • 1.7 The Beauty of Weak References and Null Objects (61)
    • 1.8 A System for Managing Game Entities (69)
    • 1.9 Address-Space Managed Dynamic Arrays for Windows and the Xbox (85)
    • 1.10 Critically Damped Ease-In/Ease-Out Smoothing (95)
    • 1.11 A Flexible, On-the-Fly Object Manager (103)
    • 1.12 Using Custom RTTI Properties to Stream and Edit Objects (111)
    • 1.13 Using XML without Sacrificing Speed (125)
  • SECTION 2 MATHEMATICS (137)
    • 2.1 Zobrist Hash Using the Mersenne Twister (141)
    • 2.2 Extracting Frustum and Camera Information (147)
    • 2.3 Solving Accuracy Problems in Large World Coordinates (157)
    • 2.4 Nonuniform Splines (171)
    • 2.5 Using the Covariance Matrix for Better-Fitting Bounding Objects (183)
    • 2.6 The Jacobian Transpose Method for Inverse Kinematics (193)
  • SECTION 3 PHYSICS (205)
    • 3.1 Ten Fingers of Death: Algorithms for Combat Killing (209)
    • 3.2 Vehicle Physics Simulation for CPU-Limited Systems (221)
    • 3.3 Writing a Verlet-Based Physics Engine (231)
    • 3.4 Constraints in Rigid Body Dynamics (241)
    • 3.5 Fast Contact Reduction for Dynamics Simulation (253)
    • 3.6 Interactive Water Surfaces (265)
    • 3.7 Fast Deformations with Multilayered Physics (275)
    • 3.8 Modal Analysis for Fast, Stable Deformation (287)
  • SECTION 4 ARTIFICIAL INTELLIGENCE (299)
    • 4.1 Third-Person Camera Navigation (303)
    • 4.2 Narrative Combat: Using AI to Enhance Tension in an Action Game 315
    • 4.3 NPC Decision Making: Dealing with Randomness (325)
    • 4.4 An Object-Oriented Utility-Based Decision Architecture (337)
    • 4.5 A Distributed-Reasoning Voting Architecture (345)
    • 4.6 Attractors and Repulsors (355)
    • 4.7 Advanced Wall Building for RTS Games (365)
    • 4.8 Artificial Neural Networks on Programmable Graphics Hardware (373)
  • SECTION 5 GRAPHICS (379)
    • 5.1 Poster Quality Screenshots (383)
    • 5.2 GPU Shadow Volume Construction for Nonclosed Meshes (393)
    • 5.3 Perspective Shadow Maps (399)
    • 5.4 Combined Depth and ID-Based Shadow Buffers (411)
    • 5.5 Carving Static Shadows into Geometry (427)
    • 5.8 Techniques to Apply Team Colors to 3D Models (451)
    • 5.9 Fast Sepia Tone Conversion (461)
    • 5.10 Dynamic Gamma Using Sampled Scene Luminance (465)
    • 5.11 Heat and Haze Post-Processing Effects (477)
    • 5.13 Motion Capture Data Compression (497)
    • 5.14 Fast Collision Detection for 3D Bones-Based Articulated Characters (503)
    • 5.15 Terrain Occlusion Culling with Horizons (515)
  • SECTION 6 NETWORK AND MULTIPLAYER (529)
    • 6.1 General Lobby Design and Development (533)
    • 6.2 Thousands of Clients per Server (541)
    • 6.3 Efficient MMP Game State Storage (555)
    • 6.4 Practical Application of Parallel-State Machines in a Client-Server Environment (563)
    • 6.5 Bit Packing: A Network Compression Technique (571)
    • 6.6 Time and Consistency Management for Multiserver-Based MMORPGs (579)
  • SECTION 7 AUDIO (591)
    • 7.1 A Brief Introduction to OpenAL (595)
    • 7.2 A Simple Real-Time Lip-Synching System (607)
    • 7.3 Dynamic Variables and Audio Programming (613)
    • 7.4 Creating an Audio Scripting System (621)
    • 7.5 Implementing an Environmental Audio Solution Using EAX and ZoomFX (633)
    • 7.6 Controlling Real-Time Sound Synthesis from Game Physics (649)

Game Programming Gems 5

  • SECTION 1 GENERAL PROGRAMMING (1)
    • 1.1 Context-Sensitive HUDs for Editors (5)
    • 1.2 Parsing Text Data in Games (17)
    • 1.3 Component Based Object Management (25)
    • 1.4 Using Templates for Reflection in C++ (39)
    • 1.5 Sphere Trees for Speedy BSPs (55)
    • 1.6 Improved Frustum Culling (65)
    • 1.7 Generic Pager (79)
    • 1.8 Large-Scale Stack-Based State Machines (93)
    • 1.9 CSG Construction Using BSP Trees (103)
    • 1.10 Building Lua into Games (115)
    • 1.11 Improving Freelists with Policy Based Design (129)
    • 1.12 A Real-Time Remote Debug Message Logger (143)
    • 1.13 A Transparent Class Saving and Loading Trick (149)
    • 1.14 An Effective Cache-Oblivious Implementation of the ABT Tree (159)
    • 1.15 Visual Design of State Machines (169)
    • 1.16 A Generic Component Library (177)
    • 1.17 Choose Your Path-A Menu System (189)
  • SECTION 2 MATHEMATICS (197)
    • 2.1 Using Geometric Algebra for Computer Graphics (201)
    • 2.2 Minimal Acceleration Hermite Curves (225)
    • 2.3 Spline-Based Time Control for Animation (233)
    • 2.4 Faster Quaternion Interpolation Using Approximations (247)
    • 2.5 Minimax Numerical Approximation (269)
    • 2.6 Oblique View Frustums for Mirrors and Portals (281)
  • SECTION 3 ARTIFICIAL INTELLIGENCE (295)
    • 3.1 Automatic Cover Finding with Navigation Meshes (299)
    • 3.2 Fast Target Ranking Using an Artificial Potential Field (307)
    • 3.3 Using Lanchester Attrition Models to Predict the Results of Combat (317)
    • 3.4 Implementing Practical Planning for Game AI (329)
    • 3.5 Optimizing a Decision Tree Query Algorithm for Multithreaded Architectures (345)
    • 3.6 Parallel AI Development with PVM (353)
    • 3.7 Beyond A* (367)
    • 3.8 Advanced Pathfinding with Minimal Replanning Cost: Dynamic A Star (D*) (383)
  • SECTION 4 PHYSICS (391)
    • 4.1 Back of the Envelope Aerodynamics for Game Physics (395)
    • 4.2 Dynamic Grass Simulation and Other Natural Effects (411)
    • 4.3 Realistic Cloth Animation Using the Mass-Spring Model (421)
    • 4.4 Practical Animation of Soft Bodies for Game Development: The Pressurized Soft-Body Model (435)
    • 4.5 Adding Life to Ragdoll Simulation Using Feedback Control Systems (449)
    • 4.6 Designing a Prescripted Physics System (457)
    • 4.7 Prescripted Physics: Techniques and Applications (473)
    • 4.8 Realistic Camera Movement in a 3D Car Simulator (483)
  • SECTION 5 GRAPHICS (495)
    • 5.1 Realistic Cloud Rendering on Modern GPUs (499)
    • 5.2 Let It Snow, Let It Snow, Let It Snow (and Rain) (507)
    • 5.3 Widgets: Rendering Fast and Persistent Foliage (515)
    • 5.4 2.5 Dimensional Impostors for Realistic Trees and Forests (527)
    • 5.5 Gridless Controllable Fire (539)
    • 5.6 Powerful Explosion Effects Using Billboard Particles (551)
    • 5.7 A Simple Method for Rendering Gemstones (561)
    • 5.8 Volumetric Post-Processing (571)
    • 5.9 Procedural Level Generation (579)
    • 5.10 Recombinant Shaders (589)
  • SECTION 6 NETWORK AND MULTIPLAYER (599)
    • 6.1 Keeping a Massively Multiplayer Online Game Massive, Online, and Persistent (603)
    • 6.2 Implementing a Seamless World Server (611)
    • 6.3 Designing a Vulgarity Filtering System (621)
    • 6.4 Fast and Efficient Implementation of a Remote Procedure Call System (627)
    • 6.5 Overcoming Network Address Translation in Peer-to-Peer Communications (643)
    • 6.6 A Reliable Messaging Protocol (665)
    • 6.7 Safe Random Number Systems (673)
    • 6.8 Secure by Design (681)
  • SECTION 7 AUDIO (693)
    • 7.1 Multithreaded Audio Programming Techniques (697)
    • 7.2 Sound Management by Group (713)
    • 7.3 Using 3D Surfaces as Audio Emitters (721)
    • 7.4 Fast Environmental Reverb Based on Feedback Delay Networks (729)
    • 7.5 Introduction to Single-Speaker Speech Recognition (741)

Game Programming Gems 6

  • SECTION 1 GENERAL PROGRAMMING (1)
    • 1.1 Lock-Free Algorithms (5)
    • 1.2 Utilizing Multicore Processors with OpenMP (17)
    • 1.3 Computer Vision in Games Using the OpenCV Library (25)
    • 1.4 Geographic Grid Registration of Game Objects (39)
    • 1.5 BSP Techniques (49)
    • 1.6 Closest-String Matching Algorithm (69)
    • 1.7 Using CppUnit To Implement Unit Testing (79)
    • 1.8 Fingerprinting Pre-Release Builds To Deter and Detect Piracy (97)
    • 1.9 Faster File Loading with Access-Based File Reordering (103)
    • 1.10 Stay in the Game: Asset Hotloading for Fast Iteration (109)
  • SECTION 2 MATHEMATICS AND PHYSICS (117)
    • 2.1 Floating-Point Tricks (121)
    • 2.2 GPU Computation in Projective Space Using Homogeneous Coordinates (137)
    • 2.3 Solving Systems of Linear Equations Using the Cross Product (149)
    • 2.4 Sequence Indexing for Game Development (161)
    • 2.5 Exact Buoyancy for Polyhedra (175)
    • 2.6 Real-Time Particle-Based Fluid Simulation with Rigid Body Interaction (189)
  • SECTION 3 ARTIFICIAL INTELLIGENCE (207)
    • 3.1 Applying Model-Based Decision-Making Methods to Games: Applying the Locust AI Engine to QuakeŽ III (211)
    • 3.2 Achieving Coordination with Autonomous NPCs (223)
    • 3.3 Behavior-Based Robotic Architectures for Games (235)
    • 3.4 Constructing a Goal-Oriented Robot for Unreal Tournament Using Fuzzy Sensors, Finite-State Machines, and Extended ehavior Networks (245)
    • 3.5 A Goal-Oriented Unreal Bot: Building a Game Agent with Goal-Oriented Behavior and Simple Personality Using Extended ehavior Networks (259)
    • 3.6 Short-Term Memory Modeling Using a Support Vector Machine (273)
    • 3.7 Using the Quantified Judgment Model for Engagement Analysis (283)
    • 3.8 Designing a Multilayer, Pluggable AI Engine (291)
    • 3.9 A Fuzzy-Control Approach to Managing Scene Complexity (307)
  • SECTION 4 SCRIPTING AND DATA-DRIVEN SYSTEMS (317)
    • 4.1 Scripting Language Survey (323)
    • 4.2 Binding C/C++ Objects to Lua (341)
    • 4.3 Programming Advanced Control Mechanisms with Lua Coroutines (357)
    • 4.4 Managing High-Level Script Execution Within Multithreaded Environments (371)
    • 4.5 Exposing Actor Properties Using Nonintrusive Proxies (383)
    • 4.6 Game Object Component System (393)
  • SECTION 5 GRAPHICS (405)
    • 5.1 Synthesis of Realistic Idle Motion for Interactive Characters (409)
    • 5.2 Spatial Partitioning Using an Adaptive Binary Tree (423)
    • 5.3 Enhanced Object Culling with (Almost) Oriented Bounding Boxes (437)
    • 5.4 Skin Splitting for Optimal Rendering (449)
    • 5.5 GPU Terrain Rendering (461)
    • 5.6 Interactive Fluid Dynamics and Rendering on the GPU (473)
    • 5.7 Fast Per-Pixel Lighting with Many Lights (489)
    • 5.8 Rendering Road Signs Sharply (501)
    • 5.9 Practical Sky Rendering for Games (517)
    • 5.10 High Dynamic Range Rendering Using OpenGL Frame Buffer Objects (529)
  • SECTION 6 AUDIO (537)
    • 6.1 Real-Time Sound Generation from Deformable Meshes (541)
    • 6.2 A Lightweight Generator for Real-Time Sound Effects (549)
    • 6.3 Real-Time Mixing Busses (555)
    • 6.4 Potentially Audible Sets (561)
    • 6.5 A Cheap Doppler Effect (573)
    • 6.6 Faking Real-Time DSP Effects (583)
  • SECTION 7 NETWORK AND MULTIPLAYER (589)
    • 7.1 Dynamically Adaptive Streaming of 3D Data for Animated Characters (593)
    • 7.2 Complex Systems-Based High-Level Architecture for Massively Multiplayer Games (607)
    • 7.3 Generating Globally Unique Identifiers for Game Objects (623)
    • 7.4 Massively Multiplayer Online Prototype Utilizing Second Life for Game Concept Prototyping (629)
    • 7.5 Reliable Peer-to-Peer Gaming Connections Penetrating NAT (641)

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Last-modified: Sat, 17 Aug 2013 20:29:50 HADT (2102d)