Log In
Or create an account ->
Imperial Library
Home
About
News
Upload
Forum
Help
Login/SignUp
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
← Prev
Back
Next →
← Prev
Back
Next →