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Game Programming Gems 2: Vol 2 (Game Programming Gems (W/CD)) Hardcover – 26 Jul 2001
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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
About the Author
Mark DeLoura is the creator and series editor of the Game Programming Gems series of books. In his role as Vice President of Technology for GreenScreen Interactive, Mark focuses on pushing the boundaries of technology for games and making great games more efficiently. Over his 15+ years in the games industry, Mark has served in a variety of technologyrelated roles at Nintendo, Sony, Ubisoft, Game Developer magazine, and as an independent consultant. He is an adamant believer in sharing and reusing technology, and he believes that everyone should be able to make games. He maintains a website at www.satori.org.
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The articles are:
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 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.
. 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.
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.
The novice game developer might be a little overwelmed of some of the topics discussed but from the amount of knowledge contained in the book im positive everyone will benifit from the book and well worth their money.
For the professionals and experienced coders, you'll make your way to the top quickly from taking in and implementing the discussed topics in the book and find theres a few things that you wont probably find on the web.
This book is one of the highlights of my references and book collection. You wont be dissapointed!
The book has been excellently layed out for accessibility: you can browse the table of contents to spot a useful "gem," then read all about it, play with the source code (printed & on the CD) and if you're still interested, follow up references. Alternatively, you can sit down with the book and just read it, learning and being inspired! The list of topics is remarkable, and you can expect to find coverage of most of the tricks behind the complex games of the present day.
Limitations have been imposed on the contributions, such as the graphics API they use, in the interest of compatibility. Obviously, OpenGL (the 3D graphics API used) is not the only choice for game graphics, and so the reader may wish to convert to their chosen system. This will not be difficult, as the focus of the book is on the algorithms and techniques, not on the details of APIs or operating systems.
Don't expect to find a step-by-step guide to making your own 3D engine, or a detailed tutorial on setting up OpenGL for a particular OS. This book may well be a little tough going for the beginner, despite an introductory section. Nevertheless, providing you have already acheived a degree of familiarity with game programming, I am sure that you will find it one of the best advanced books on the subject. I thouroughly recommend it.
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