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Index
GAME PROGRAMMING GEMS 8 Copyright Page Contents Preface Acknowledgments Contributors SECTION 1 GRAPHICS
Introduction 1.1 Fast Font Rendering with Instancing 1.2 Principles and Practice of Screen Space Ambient Occlusion 1.3 Multi-Resolution Deferred Shading 1.4 View Frustum Culling of Catmull-Clark Patches in DirectX 11 1.5 Ambient Occlusion Using DirectX Compute Shader 1.6 Eye-View Pixel Anti-Aliasing for Irregular Shadow Mapping 1.7 Overlapped Execution on Programmable Graphics Hardware 1.8 Techniques for Effective Vertex and Fragment Shading on the SPUs
SECTION 2 PHYSICS AND ANIMATION
Introduction 2.1 A Versatile and Interactive Anatomical Human Face Model 2.2 Curved Paths for Seamless Character Animation 2.3 Non-Iterative, Closed-Form, Inverse Kinematic Chain Solver (NCF IK) 2.4 Particle Swarm Optimization for Game Programming 2.5 Improved Numerical Integration with Analytical Techniques 2.6 What a Drag: Modeling Realistic Three-Dimensional Air and Fluid Resistance 2.7 Application of Quasi-Fluid Dynamics for Arbitrary Closed Meshes 2.8 Approximate Convex Decomposition for Real-Time Collision Detection
SECTION 3 AI
Introduction 3.1 AI Level of Detail for Really Large Worlds 3.2 A Pattern-Based Approach to Modular AI for Games 3.3 Automated Navigation Mesh Generation Using Advanced Growth-Based Techniques 3.4 A Practical Spatial Architecture for Animal and Agent Navigation 3.5 Applying Control Theory to Game AI and Physics 3.6 Adaptive Tactic Selection in First-Person Shooter (FPS) Games 3.7 Embracing Chaos Theory: Generating Apparent Unpredictability through Deterministic Systems 3.8 Needs-Based AI 3.9 A Framework for Emotional Digital Actors 3.10 Scalable Dialog Authoring 3.11 Graph-Based Data Mining for Player Trace Analysis in MMORPGs
SECTION 4 GENERAL PROGRAMMING
Introduction 4.1 Fast-IsA 4.2 Registered Variables 4.3 Efficient and Scalable Multi-Core Programming 4.4 Game Optimization through the Lens of Memory and Data Access 4.5 Stack Allocation 4.6 Design and Implementation of an In-Game Memory Profiler 4.7 A More Informative Error Log Generator 4.8 Code Coverage for QA 4.9 Domain-Specific Languages in Game Engines 4.10 A Flexible User Interface Layout System for Divergent Environments 4.11 Road Creation for Projectable Terrain Meshes 4.12 Developing for Digital Drawing Tablets 4.13 Creating a Multi-Threaded Actor-Based Architecture Using Intel® Threading Building Blocks
SECTION 5 NETWORKING AND MULTIPLAYER
Introduction 5.1 Secure Channel Communication 5.2 Social Networks in Games: Playing with Your Facebook Friends 5.3 Asynchronous I/O for Scalable Game Servers 5.4 Introduction to 3D Streaming Technology in Massively Multiplayer Online Games
SECTION 6 AUDIO
Introduction 6.1 A Practical DSP Radio Effect 6.2 Empowering Your Audio Team with a Great Engine 6.3 Real-Time Sound Synthesis for Rigid Bodies
SECTION 7 GENERAL PURPOSE COMPUTING ON GPUS
Introduction 7.1 Using Heterogeneous Parallel Architectures with OpenCL 7.2 PhysX GPU Rigid Bodies in Batman: Arkham Asylum 7.3 Fast GPU Fluid Simulation in PhysX
INDEX
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