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Game Programming Gems: Vol 2 (Game Programming Gems (W/CD)) Hardcover – 26 Jul 2001


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Product details

  • Hardcover: 575 pages
  • Publisher: Charles River Media; Har/Cdr edition (26 July 2001)
  • Language: English
  • ISBN-10: 1584500549
  • ISBN-13: 978-1584500544
  • Product Dimensions: 24.3 x 19.2 x 3.8 cm
  • Average Customer Review: 4.4 out of 5 stars  See all reviews (7 customer reviews)
  • Amazon Bestsellers Rank: 448,027 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Review

SECTION 1 GENERAL PROGRAMMING SECTION 2 MATHEMATICS SECTION 3 246ARTIFICIAL INTELLIGENCE SECTION 4 GEOMETRY MANAGEMENT SECTION 5 GRAPHICS DISPLAY SECTION 6 AUDIO PROGRAMMING APPENDIX ABOUT THE CD-ROM

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Most Helpful Customer Reviews

12 of 12 people found the following review helpful By "juancho_spain" on 14 July 2002
Format: Hardcover
This is a collection of articles, covering several fields related to game programming. They are the same articles you could find in a good game programming magazine but -supposely- of greater interest and better edited.
The articles are:
MATHEMATICS:
Algebraic Techniques, Trigonometry and Geometry, Linear Algebra, Matrix and Vector Operations, Advanced Mathematics, Ray/ Polygon/Polyhedra Intersection Algorithms, Handling Large Amounts of Polygonal Data, Triangle Stripification and Fanning Algorithms, Using 2D and 3D Billboards
LIGHTING: Multi-texturing to Achieve Lighting Effects, Shadow Algorithms, Using Simple Radiosity, Projected Texture Lights
TEXTURING: Using Texture Matrices, Bump Mapping, Cubic Environment Mapping, Procedural Textural Mapping
DYNAMIC POLYGON CONTROL: Parametric Curves and Surfaces, Subdivision Surfaces, Multi-resolution Meshes, Spatial Partitioning Schemes ,Camera Techniques/ Movement Techniques
GRAPHIC EFFECTS: How to do Lens Flares, Weather Techniques, Sky Domes, Effective Clouds and Fog, Aliasing Effects (Anti-Aliasing, Motion Blur, Depth-of-Field),Teleport Portals, Particle Systems
ANIMATION: Inverse Kinematics, Blending Keyframed Animations, Solid Skinning vs. Hierarchical Skeletons, Using Motion Capture Data
ARTIFICIAL INTELLIGENCE: Finite State Machines, Heuristic Tree Searches, Flocking and Crowding Behavior, Path Planning and the A*Algorithm
MUSIC AND SOUND EFFECTS: Blending Phrases in Interactive Music, Dynamic Audio Generation, Simulating a 3D Sound-Effect Environment, Using Music Cues to Initiate Game Events
NETWORKED PLAY: Minimizing Latency in the Network Pipeline, Dead Reckoning Algorithms, Client/Server Design, Encryption Techniques
The good:
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10 of 10 people found the following review helpful By A Customer on 24 Oct. 2001
Format: Hardcover
It's a great great book, with excellent source code and well edited. Covers a great deal and has things in there to keep even the genius among you busy for months.
Code is talked through, and is well commented. Will not be much use to you though if you haven't touched OpenGL, DirectX or Windows API before - and is for the C++ developers among us.
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6 of 8 people found the following review helpful By A Customer on 10 Oct. 2001
Format: Hardcover
Some areas of this book are given odd amounts of coverage - for instance networking - clearly a large topic in game programming - has only a couple of pages. Other than variable levels of detail this book is great.
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Format: Hardcover Verified Purchase
My Grandson was well impressed and rated it very highly. works with it all the time. Would recomend it to any budding Games Programmer.
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