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Game Programming Math: Optimizations


Solving Systems of Linear Equations Using the Cross Product

Anders Hast (Creative Media Lab, University of Gävle)
Game Programming Gems 6

Efficient Sequence Indexing for Game Development

Palem Gopalakrishna (Indian Institute of Technology)
Game Programming Gems 6

Minimax Numerical Approximation

Christopher Tremblay
Game Programming Gems 5

Oblique View Frustums for Mirrors and Portals

Eric Lengyel (Naughty Dog)
Game Programming Gems 5

Implementing Improved Perlin Noise

Simon Green (NVIDIA Corporation)
GPU Gems 2

Critically Damped Ease-In/Ease-Out Smoothing

Thomas Lowe (Krome Studios)
Game Programming Gems 4

Extracting Frustum and Camera Information

Waldemar Celes (Computer Science Department, PUC-Rio)
Game Programming Gems 4

Implementing Improved Perlin Noise

Ken Perlin (New York University)
GPU Gems

A Fast All-Interger Ellipse Discretization Algorithm

Tony Barrera (Barrera Kristiansen AB), Anders Hast (Creative Media Lab, University of Gävle), and Ewert Bengtsson (Center for Image Analysis, Uppsala University)
Graphics Programming Methods

A Fast and Simple All-Interger Parametric Line

Tony Barrera (Barrera Kristiansen AB), Anders Hast (Creative Media Lab, University of Gävle), and Ewert Bengtsson (Center for Image Analysis, Uppsala University)
Graphics Programming Methods

Fast Base-2 Functions for Logarithms and Random Number Generation

James McNeill
Game Programming Gems 3

More Approximations to Trigonometric Functions

Robin Green (Sony Computer Entertainment America)
Game Programming Gems 3

Using Bloom Filters to Improve Computational Performance

Mark Ficher (Beach Software)
Game Programming Gems 2

Vector and Plane Tricks

John Olsen (Microsoft)
Game Programming Gems 2

Fast, Robust Intersection of 3D Line Segments

Graham Rhodes (Applied Research Associates)
Game Programming Gems 2

Inverse Trajectory Determination

Aaron Nicholls (Microsoft)
Game Programming Gems 2

The Parallel Transport Frame

Carl Dougan
Game Programming Gems 2

Programming Fractals

Jesse Laeuchli
Game Programming Gems 2

Fast Math Using Template Metaprogramming

Pete Isensee
Game Programming Gems

Interpolation Methods

John Olsen
Game Programming Gems

Polynomial Approximations to Trigonometric Functions

Eddie Edwards
Game Programming Gems

Wavelets: Theory and Compression

Loic Le Chevalier
Game Programming Gems

A Fast Cylinder-Frustrum Intersection Test

Eric Lengyel (C4 Engine)
Game Programming Gems
Abstract: This article presents a quick algorithm for determining whether an arbitrary cylinder potentially intersects the view frustum (and thus whether the object is visible).

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AI Game
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