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Game Programming Gems

68 Articles, Edited by Mark DeLoura.

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  • Section 1: General Programming

    The Magic of Data-Driven Design

    Steve Rabin (Nintendo of America)
    Game Programming Gems

    Object-Oriented Programming and Design Techniques

    James Boer
    Game Programming Gems

    Fast Math Using Template Metaprogramming

    Pete Isensee
    Game Programming Gems

    An Automatic Singleton Utility

    Scott Bilas
    Game Programming Gems

    Using the STL in Game Programming

    James Boer
    Game Programming Gems

    A Generic Function-Binding Interface

    Scott Bilas
    Game Programming Gems

    A Generic Handle-Based Resource Manager

    Scott Bilas
    Game Programming Gems

    Resource and Memory Management

    James Boer
    Game Programming Gems

    Fast Data Load Trick

    John Olsen
    Game Programming Gems

    Frame-Based Memory Allocation

    Steven Ranck
    Game Programming Gems

    Simple, Fast Bit Arrays

    Andrew Kirmse
    Game Programming Gems

    A Network Protocol for Online Games

    Andrew Kirmse
    Game Programming Gems

    Squeezing More Out of Assert

    Steve Rabin (Nintendo of America)
    Game Programming Gems

    Stats: Real-Time Statistics and In-Game Debugging

    John Olsen
    Game Programming Gems

    Real-Time In-Game Profiling

    Steve Rabin (Nintendo of America)
    Game Programming Gems




    Section 2: Mathematics

    Predictable Random Numbers

    Guy W. Lecky-Thompson
    Game Programming Gems

    Interpolation Methods

    John Olsen
    Game Programming Gems

    Integrating the Equations of Rigid Body Motion

    Miguel Gomez
    Game Programming Gems

    Polynomial Approximations to Trigonometric Functions

    Eddie Edwards
    Game Programming Gems

    Implicit Euler Integration for Numerical Stability

    Miguel Gomez
    Game Programming Gems

    Wavelets: Theory and Compression

    Loic Le Chevalier
    Game Programming Gems

    Interactive Simulation of Water Surfaces

    Miguel Gomez
    Game Programming Gems

    Quaternions for Game Programming

    Jan Svarovsky
    Game Programming Gems

    Matrix-Quaternion Conversions

    Jason Shankel
    Game Programming Gems

    Interpolating Quaternions

    Jason Shankel
    Game Programming Gems

    The Shortest Arc Quaternion

    Stan Melax
    Game Programming Gems




    Section 3: Artificial Intelligence

    Designing A General Robust AI Engine

    Steve Rabin (Nintendo of America Inc)
    Game Programming Gems

    A Finite-State Machine Class

    Eric Dybsand (Glacier Edge Technology)
    Game Programming Gems
    Abstract: Simple Finite-State Machines are powerful tools used in many computer game AI implementations. This article introduces a generic C++ class that implements a Finite-State Machine that is useful to the novice for learning about Finite-State Machines and as a building block for more complex AI implementations in development projects. The processes of a Finite-State Machine are presented, an example game implementation is offered as an example of Finite-State Machine usage, and source code illustrates how finite-state functionality can be implemented in a generic manner.

    Game Trees

    Jan Svarovsky (Mucky Foot Productions)
    Game Programming Gems

    The Basics of A* for Path Planning

    Bryan Stout
    Game Programming Gems

    A* Aesthetic Optimizations

    Steve Rabin (Nintendo of America)
    Game Programming Gems

    A* Speed Optimizations

    Steve Rabin (Nintendo of America)
    Game Programming Gems

    Simplified 3D Movement and Pathfinding Using Navigation Meshes

    Greg Snook (Mighty Studios)
    Game Programming Gems

    Flocking: A Simple Technique for Simulating Group Behavior

    Steven Woodcock (Wyrd Wyrks)
    Game Programming Gems

    Fuzzy Logic for Video Games

    Mason McCuskey (Spin Studios)
    Game Programming Gems

    A Neural-Net Primer

    André LeMothe (Xtreme Games)
    Game Programming Gems




    Section 4: Polygonal Techniques

    Optimizing Vertex Submission for OpenGL

    Herbert Marselas (Ensemble Studios)
    Game Programming Gems
    Abstract: There are a number of functions available for submitting and rendering vertices in OpenGL, which range from the simple immediate mode functions to more complicated multiple vertex functions and vendor-specific extensions. However, teh performance can vary greatly depending on the functionality used. This article provides insight into the tradeoffs of various techniques.

    Tweaking a Vertex's Projected Depth Value

    Eric Lengyel (C4 Engine)
    Game Programming Gems
    Abstract: The goal is to find a way to offset a polygon's depth in a scene without changing its projected screen coordinates or altering its texture mapping perspective. Most 3D graphcs libraries contain some kind of polygon offset function to help achieve this goal. However, these solutions generally lack fine control and usually incur a per-vertex performance cost. This article presents an alternative method that modifies the projection matrix to achieve the depth offset effect.

    The Vector Camera

    David Paull (Tanzanite Software)
    Game Programming Gems
    Abstract: The vector camera is a generalized form of the matrix-based camera found in many traditional graphics engines. Matrices are often difficult to read due to the fact that they typically hold several operations concatenated together. The vector camera uses only simple vectors to describe its orientation to the overall graphics pipeline. This article describes the how to construct a vector camera and how to manipulate it.

    Camera Control Techniques

    Dante Treglia (Nintendo of America)
    Game Programming Gems
    Abstract: This article outlines a few basic techniques that can be used to develop the proper camera model for your game. In addition to basics, a scripted camera traveling on various curves (B-Spline, Catmull-Rom spline) is also discussed along with issues such as zooming, dampening, and the use of quaternions.

    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).

    3D Collision Detection

    Kevin Kaiser
    Game Programming Gems
    Abstract: This article will help lay the groundwork for building an accurate physics simulation by starting with one of the most crucial parts of a real-time physics engine: 3D collision detection. The two basic algorithms this article covers are: Bounding Sphere Collision Detection and Triangle-to-Triangle Collision Detection.

    Multi-Resolution Maps for Interaction Detection (Collision Detection)

    Jan Svarovsky (Mucky Foot Productions)
    Game Programming Gems
    Abstract: This article describes a method for reducing the number of proximity tests that must be performed for games with large numbers of game objects of varying sizes.

    Computing the Distance into a Sector

    Steven Ranck (Midway Home Entertainment)
    Game Programming Gems
    Abstract: This article describes a simple and fast algorithm for determining where a point is between the edges of a 2D quad (or sector). The result is a unit floating point number, where 0 indicates that the point lies on the leading edge, and where 1 indicates that the point lies on the opposite edge. The sector may be any four-sided, 2D convex shape.

    Object Occlusion Culling

    Tim Round
    Game Programming Gems
    Abstract: This article introduces both frustum culling and occlusion culling, along with example code for a simple occlusion culling algorithm.

    Never Let 'Em See You Pop - Issues in Geometric Level of Detail Selection

    Yossarian King (Electronic Arts Canada)
    Game Programming Gems

    Octree Construction

    Dan Ginsburg (ATI Research)
    Game Programming Gems

    Loose Octrees

    Thatcher Ulrich (Slingshot Game Technology)
    Game Programming Gems

    View-Independent Progressive Meshing

    Jan Svarovsky (Mucky Foot Productions)
    Game Programming Gems

    Interpolated 3D Keyframe Animation

    Herbert Marselas (Ensemble Studios)
    Game Programming Gems

    A Fast and Simple Skinning Technique

    Torgeir Hagland (Shiny Entertainment)
    Game Programming Gems

    Filling in the Gaps-Advanced Animation Using Stitching and Skinning

    Ryan Woodland (Nintendo Technology Development)
    Game Programming Gems

    Real-Time Realistic Terrain Generation

    Guy W. Lecky-Thompson
    Game Programming Gems

    Fractal Terrain Generation - Fault Formation

    Jason Shankel (Maxis)
    Game Programming Gems

    Fractal Terrain Generation - Midpoint Displacement

    Jason Shankel (Maxis)
    Game Programming Gems

    Fractal Terrain Generation - Particle Deposition

    Jason Shankel (Maxis)
    Game Programming Gems




    Section 5: Pixel Effects

    2D Lens Flare

    Yossarian King (Electronic Arts Canada)
    Game Programming Gems
    Abstract: This article shows how to implement an attractive lens flare effect using only a small amount of code and artwork, without needing to know anything about physical optics.

    Using 3D Hardware for 2D Sprite Effects

    Mason McCuskey (Spin Studios)
    Game Programming Gems
    Abstract: This article sheds some light on how to use 3D hardware to achieve 2D effects. Specifically, we take a look at how to do alpha blending, sprite scaling, and sprite rotation.

    Motif-Based Static Lighting

    Steven Ranck (Midway Home Entertainment)
    Game Programming Gems

    Simulated Real-Time Lighting Using Vertex Color Interpolation

    Jorge Freitas
    Game Programming Gems

    Attenuation Maps

    Sim Dietrich (NVIDIA Corporation)
    Game Programming Gems

    Advanced Texturing Using Texture Coordinate Generation

    Ryan Woodland (Nintendo Technology Development)
    Game Programming Gems

    Hardware Bump Mapping

    Sim Dietrich (NVIDIA Corporation)
    Game Programming Gems

    Ground-Plane Shadows

    Yossarian King (Electronic Arts Canada)
    Game Programming Gems

    Real-Time Shadows on Complex Objects

    Gabor Nagy (Sony Computer Entertainment America)
    Game Programming Gems

    Improving Environment-Mapped Reflection Using Glossy Prefiltering and the Fresnel Term

    Anis Ahmad (University of Waterloo)
    Game Programming Gems

    Convincing-Looking Glass for Games

    Gabor Nagy (Sony Computer Entertainment America)
    Game Programming Gems

    Refraction Mapping for Liquids in Containers

    Alex Vlachos and Jason L. Mitchell (ATI Research)
    Game Programming Gems

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