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Game Programming Gems: Vol 2 (Game Programming Gems (W/CD)) [Hardcover]

Mark DeLoura
4.2 out of 5 stars  See all reviews (5 customer reviews)
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Book Description

26 July 2001 1584500549 978-1584500544 Har/Cdr
Blazing through the excitement generated by the first volume, Game Programming Gems II is here with an entirely new set of innovative ideas, techniques,and algorithms. Game developers of all levels will find insightful tips and tools from this unique collection.Written by game programming experts,each contribution provides a hands-on solution to a programming problem, or a creative method for reducing programming time and redundancy. Edited by Mark DeLoura,Editor-In-Chief of Game Developer magazine and a group of top-notch area editors,this collection covers the major topics needed to develop a state-of-the-art game engine and provides all new coverage of audio issues. From animation and artificial intelligence to Z-buffering, lighting calculations,weather effects, curved surfaces, audio tools,multiplayer Internet gaming, music and sound effects, all of the major techniques needed to develop a competitive game engine are covered. All of the source code for each algorithm is included and can be used by advanced programmers immediately.For aspiring game programmers,the text for each algorithm explains the algorithm in detail, gives suggestions for beneficial modifications and optimizations, and includes references to related material.

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Game Programming Gems: Vol 2 (Game Programming Gems (W/CD)) + Game Programming Gems 3 + Game Programming Gems 4: v. 4 (Game Programming Gems (W/CD))
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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: 19.3 x 3.8 x 23.4 cm
  • Average Customer Review: 4.2 out of 5 stars  See all reviews (5 customer reviews)
  • Amazon Bestsellers Rank: 815,745 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Customer Reviews

4.2 out of 5 stars
4.2 out of 5 stars
Most Helpful Customer Reviews
12 of 12 people found the following review helpful
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:

. The real value is that the topics covered here are hard to be found elsewhere. Most of them (but no all whatever says the publicity) came from seasoned and sucesfull professionals in the game programming scene.
. The articles are clearly written, and directly to the point.

The bad:

. Some articles can be found in the web. Moreover: they can be found in a clearer, deeper way (i.e. Skin animation, where there are excelent resources online, and even in the web page of the author !)
. The quality, while great, is somewhat less than the first book.
. Some articles are written by people with a terrible background (some articles are written by people behind the ATI OpenGL Driver R&D, and if you have worked with Ati OpenGL, well, you know how they are at it)

All in all, it's a good book, with great content where there are some articles that somewhat found their way in without reaching the overall quality level (that in some articles is *excellent*)

Even with its defects, it's a book to be in your shelf if you are into game programming.

If you are on a budget, make sure the book covers your work/learning area before buying it.

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10 of 10 people found the following review helpful
By A Customer
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
5.0 out of 5 stars A very good and useful resource 10 Oct 2001
By A Customer
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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