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Algorithms in Game Programming

   Chapter 1.  A Chronology of Game Programming
      Phase I: Before Spacewar
      Phase II: Spacewar to Atari
      Phase III: Game Consoles and Personal Computers
      Phase IV: Shakedown and Consolidation
      Phase V: The Advent of the Game Engine
      Phase VI: The Handheld Revolution
      Phase VII: The Cellular Phenomenon
      Phase VIII: Multiplayer Games
      In Closing
   Chapter 2.  Game Architecture
      Real-Time Software
      The Game Logic Section
      The Presentation Section
      The Programming Process
      In Closing
   Chapter 3.  Data Structures and Algorithms
      Types, Structures, and Classes
      Data Structures
      The Standard Template Library
      In Closing
   Chapter 4.  Design Patterns
      Design Patterns Defined
      Some Useful Programming Patterns
      Usability Patterns
      In Closing
   Chapter 5.  User Input
      The Keyboard
      Mouse
      Joysticks
      Hardware Abstraction
      Force Feedback
      In Closing
   Chapter 6.  Fundamental AI Technologies
      Context
      Structure of an AI System
      Specific Technologies
      In Closing
   Chapter 7.  Action-Oriented AI
      On Action Games
      Choreographed AIs
      Object Tracking
      Chasing
      Evasion
      Patrolling
      Hiding and Taking Cover
      Shooting
      Putting It All Together
      In Closing
   Chapter 8.  Tactical AI
      Tactical Thinking Explained
      Military Analysis: Influence Maps
      Representing Tactics
      In Closing
   Chapter 9.  Scripting
      Building a Scripting Language
      Embedded Languages
      Socket-Based Scripting
      In Closing
   Chapter 10.  Network Programming
      How the Internet Really Works
      The Programmer's Perspective: Sockets
      Clients
      A Simple TCP Server
      Multiclient Servers
      UDP Servers
      Preventing Socket Blocks
      Designing Client-Server Games
      Massively Multiplayer Games
      In Closing
   Chapter 11.  2D Game Programming
      On Older Hardware
      Data Structures for 2D Games
      Mapping Matrices
      2D Game Algorithms
      Special Effects
      In Closing
   Chapter 12.  3D Pipeline Overview
      A First Look
      Fundamental Data Types
      Geometry Formats
      A Generic Graphics Pipeline
      In Closing
   Chapter 13.  Indoors Rendering
      General Analysis
      Occluder-Based Algorithms
      Binary Space Partition Algorithms
      Portal Rendering
      Hierarchical Occlusion Maps
      Hybrid Approaches
      Hardware-Assisted Occlusion Tests
      In Closing
   Chapter 14.  Outdoors Algorithms
      Overview
      Data Structures for Outdoors Rendering
      Geomipmapping
      ROAM
      Chunked LODs
      A GPU-Centric Approach
      Outdoors Scene Graphs
      In Closing
   Chapter 15.  Character Animation
      Analysis
      Explicit Versus Implicit Methods
      Explicit Animation Techniques
      Implicit Animation Overview
      Prop Handling
      A Note on Vehicles
      Limb Slicing
      Facial Animation
      Inverse Kinematics
      Blending Forward and Inverse Kinematics
      In Closing
   Chapter 16.  Cinematography
      First-Person Shooters
      Handling Inertia
      Flight Simulators and Quaternions
      Third-Person Cameras
      Cinematic Cameras: Camera Styles
      Cinematic Cameras: Placement Algorithms
      Agent-Based Approaches
      In Closing
   Chapter 17.  Shading
      Real-World Illumination
      Light Mapping
      The BRDF
      Nonphotorealistic Rendering
      In Closing
   Chapter 18.  Texture Mapping
      Types of Textures
      Tiling and Decals
      Filtering
      Mipmapping
      Texture Optimization
      Multipass Techniques
      Multitexture
      Texture Arithmetic and Combination
      Detail Textures
      Environment Mapping
      Bump Mapping
      Gloss Mapping
      In Closing
   Chapter 19.  Particle Systems
      Anatomy of a Particle System
      The Particle Data Structure
      Some Notes on Architecture
      Speed-Up Techniques
      In Closing
   Chapter 20.  Organic Rendering
      Nature and Complexity
      Trees
      Grass
      Clouds
      Oceans
      In Closing
   Chapter 21.  Procedural Techniques
      Procedural Manifesto
      Renderman
      Real-Time Shading Languages
      Types of Shaders
      Texture Mapping
      Particle Systems
      Animation
      Special Effects
      In Closing
   Chapter 22.  Geometrical Algorithms
      Point Inclusion Tests
      Ray Intersection Tests
      Moving Tests
      Point Versus Triangle Set Collision (BSP-Based)
      Mesh Versus Mesh (Sweep and Prune Approach)
      Computing a Convex Hull
      Triangle Reduction
      In Closing
   Appendix A.  Performance Tuning
      Analysis Techniques
      Analysis Tools
      General Optimization Techniques
      Application
      Efficient Data Transfer
      Tuning the Geometry Pipeline
      Tuning the Rasterizer Stage
      Other Optimization Tools
      In Closing
   Appendix B.  OpenGL
      Philosophy
      Basic Syntax
      Immediate Mode Rendering
      Transformations
      Camera Model
      Lighting
      Texturing
      Working in RGBA Mode
      Display Lists
      Vertex Arrays
      OpenGL Extensions
      Efficiency Considerations
      Geometric Representation
      In Closing
   Appendix C.  Direct3D
      History
      Booting Direct3D
      Handling Geometry
      Indexed Primitives
      User Pointer Primitives
      Efficient Geometry Delivery
      Flexible Vertex Formats
      Matrices, Cameras, and Transforms
      Working with Texture Maps
      Lighting
      Render States
      The Extension Library
      Animation Helpers
      In Closing
   Appendix D.  Some Math Involved
      Distances
      Trigonometry
      Vector Math
      Matrices
   Appendix E.  Further Reading
   Index

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