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Game Programming Gems 4

62 Articles, Edited by Andrew Kirmse.

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  • Section 1: General Programming

    The Science of Debugging Games

    Steve Rabin (Nintendo of America Inc)
    Game Programming Gems 4

    An HTML-Based Logging and Debugging System

    James Boer (Amaze Entertainment)
    Game Programming Gems 4

    The Clock: Keeping Your Finger on the Pulse of the Game

    Noel Llopis (Day 1 Studios)
    Game Programming Gems 4

    Desiging and Maintaining Large Cross-Platform Libraries

    David Etherton (Rockstar San Diego)
    Game Programming Gems 4

    Fight Memory Fragmentation with Templated Freelists

    Paul Glinker (Rockstar Games Toronto)
    Game Programming Gems 4

    A Generic Tree Container in C++

    Bill Budge (Electronic Arts)
    Game Programming Gems 4

    The Beauty of Weak References and Null Objects

    Noel Llopis (Day 1 Studios)
    Game Programming Gems 4

    A System for Managing Game Entities

    Matthew Harmon (eV Interactive Corporation)
    Game Programming Gems 4

    Address-Space Managed Dynamic Arrays for Windows and the Xbox

    Matt Pritchard (Ensemble Studios)
    Game Programming Gems 4

    Critically Damped Ease-In/Ease-Out Smoothing

    Thomas Lowe (Krome Studios)
    Game Programming Gems 4

    A Flexible, On-the-Fly Object Manager

    Natalya Tatarchuk (ATI Research)
    Game Programming Gems 4

    Using Custom RTTI Properties to Stream and Edit Objects

    Frederic My
    Game Programming Gems 4

    Using XML without Sacrificing Speed

    Mark T. Price (Sudden Presence / Phobia Lab)
    Game Programming Gems 4




    Section 2: Mathematics

    Zobrist Hash Using Mersenne Twister

    Toby Jones (Human Head Studios)
    Game Programming Gems 4

    Extracting Frustum and Camera Information

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

    Solving Accuracy Problems in Large World Coordinates

    Peter Freese (NCsoft Core Technology Group)
    Game Programming Gems 4

    Nonuniform Splines

    Thomas Lowe (Krome Studios)
    Game Programming Gems 4

    Using the Covariance Matrix for Better-Fitting Bounding Objects

    Jim Van Verth (Red Storm Entertainment)
    Game Programming Gems 4

    The Jacobian Transpose Method for Inverse Kinematics

    Marco Spoerl (KMW)
    Game Programming Gems 4




    Section 3: Physics

    Ten Fingers of Death: Algorithms for Combat Killing

    Roger Smith, Don Stoner (Titan Corporation)
    Game Programming Gems 4

    Vehicle Physics Simulation for CPU-Limited Systems

    Marcin Pancewicz (Infinite Dreams), Paul Bragiel (Paragon Five)
    Game Programming Gems 4

    Writing a Verlet-Based Physics Engine

    Nick Porcino (LucasArts)
    Game Programming Gems 4

    Constraints in Rigid Body Dynamics

    Russ Smith (Open Dynamics Engine)
    Game Programming Gems 4

    Fast Contact Reduction for Dynamics Simulation

    Adam Moravanszky, Pierre Terdiman (NovodeX AG)
    Game Programming Gems 4

    Interactive Water Surfaces

    Jerry Tessendorf (Rhythm and Hues Studios)
    Game Programming Gems 4

    Fast Deformations with Multilayered Physics

    Thomas Di Giacomo, Nadia Magnenat-Thalmann (MIRALab, CUI, University of Geneva)
    Game Programming Gems 4

    Modal Analysis for Fast, Stable Deformation

    James F. O'Brian (University of California, Berkeley)
    Game Programming Gems 4




    Section 4: Artificial Intelligence

    Third-Person Camera Navigation

    Jonathan Stone (Double Fine Productions)
    Game Programming Gems 4

    Narrative Combat: Using AI to Enhance Tension in an Action Game

    Borut Pfeifer (Radical Entertainment)
    Game Programming Gems 4

    NPC Decision Making: Dealing with Randomness

    Karen Pivazyan (Stanford University)
    Game Programming Gems 4

    An Object-Oriented Utility-Based Decision Architecture

    John Hancock (LucasArts)
    Game Programming Gems 4

    A Distributed-Reasoning Voting Architecture

    John Hancock (LucasArts)
    Game Programming Gems 4

    Attractors and Repulsors

    John M. Olsen (Microsoft)
    Game Programming Gems 4

    Advanced Wall Building for RTS Games

    Mario Grimani (Sony Online Entertainment)
    Game Programming Gems 4

    Artificial Neural Networks on Programmable Hardware

    Thomas Rolfes
    Game Programming Gems 4




    Section 5: Graphics

    Poster Quality Screenshots

    Steve Rabin (Nintendo of America Inc)
    Game Programming Gems 4

    GPU Shadow Volume Construction for Nonclosed Meshes

    Warrick Buchanan
    Game Programming Gems 4

    Perspective Shadow Maps

    Marc Stamminger , George Drettakis, Carsten Dachsbacher
    Game Programming Gems 4

    Combined Depth and ID-Based Shadow Buffers

    Kurt Pelzer (Piranha Bytes)
    Game Programming Gems 4

    Carving Static Shadows into Geometry

    Alex Vlachos (ATI Research)
    Game Programming Gems 4

    Adjusting Real-Time Lighting for Shadow Volumes and Optimized Meshes

    Alex Vlachos, Chris Oat (ATI Research)
    Game Programming Gems 4

    Real-Time Halftoning: Fast and Simple Stylized Shading

    Bert Freudenberg, Maic Masuch, Thomas Strothotte (University of Magdeburg)
    Game Programming Gems 4

    Techniques to Apply Team Colors to 3D Models

    Greg Seegert (Stainless Steel Studios)
    Game Programming Gems 4

    Fast Sepia Tone Conversion

    Marwan Y. Ansari (ATI Research)
    Game Programming Gems 4

    Dynamic Gamma Using Sampled Scene Luminance

    Michael Dougherty, Dave McCoy
    Game Programming Gems 4

    Heat and Haze Post-Processing Effects

    Chris Oat, Natalya Tatarchuck (ATI Research)
    Game Programming Gems 4

    Hardware Skinning with Quaternions

    Jim Hejl (Electronic Arts Tiburon)
    Game Programming Gems 4

    Motion Capture Data Compression

    Soren Hannibal (Shiny Entertainment)
    Game Programming Gems 4

    Fast Collision Detection for 3D Bones-Based Articulated Characters

    Oliver Heim, Carl S. Marshall, Adam Lake (Intel Corporation)
    Game Programming Gems 4

    Terrain Occlusion Culling with Horizons

    Glenn Fiedler (Irrational Games)
    Game Programming Gems 4




    Section 6: Network and Multiplayer

    General Lobby Design and Development

    Shekhar Dhupelia (Midway)
    Game Programming Gems 4

    Thousands of Clients per Server

    Adam Martin (Grex Games)
    Game Programming Gems 4

    Efficient MMP Game State Storage

    Justin Quimby (Turbine Entertainment Software)
    Game Programming Gems 4

    Practical Application of Parallel-State Machines in a Client-Server Environment

    Jay Lee, (NCsoft Corporation)
    Game Programming Gems 4

    Bit Packing: A Network Compression Technique

    Pete Isensee (Microsoft Corporation)
    Game Programming Gems 4

    Time and Consistency Management for Multiserver-Based MMORPGs

    Larry Shi, Tao Zhang (Georgia Institute of Technology)
    Game Programming Gems 4




    Section 7: Audio

    A Brief Introduction to OpenAL

    Joe Valenzuela (Treyarch)
    Game Programming Gems 4

    A Simple Real-Time Lip-Synching System

    Jake Simpson (Maxis)
    Game Programming Gems 4

    Dynamic Variables and Audio Programming

    James Boer (Amaze Entertainment)
    Game Programming Gems 4

    Creating an Audio Scripting System

    Borut Pfeifer (Radical Entertainment)
    Game Programming Gems 4

    Implementing an Environmental Audio Solution Using EAX and ZoomFX

    Scott Velasquez (Gearbox Software)
    Game Programming Gems 4

    Controlling Real-Time Sound Synthesis from Game Physics

    Frank Luchs (Visiomedia Software Corporation)
    Game Programming Gems 4

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