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游戏编程核心技术与算法[英文版]
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Core.Techniques.and.Algorithms.in.Game.Programming 好书一本,涵盖了主流的游戏开发中遇到的算法,对于游戏开发者属于必读书。
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[ Team LiB ]
• Table of Contents
• Index
Core Techniques and Algorithms in Game Programming
By Daniel Sánchez-Crespo Dalma u
Publisher : New Riders Publishing
Pub Date : September 08, 2003
ISBN : 0-1310-2009-9
Pages : 888
To even try to keep pace with the rapid evolution of game development, you need a strong foundation in core programming
techniques-not a hefty volume on one narrow topic or one that devotes itself to API-specific implementations. Finally, there's a guide that
delivers! As a professor at the Spanish university that offered that country's first master's degree in video game creation, author Daniel
Sanchez-Crespo recognizes that there's a core programming curriculum every game designer should be well versed in-and he's outlined
it in these pages! By focusing on time-tested coding techniques-and providing code samples that use C++, and the OpenGL and DirectX
APIs-Daniel has produced a guide whose shelf life will extend long beyond the latest industry trend. Code design, data structures, design
patterns, AI, scripting engines, 3D pipelines, texture mapping, and more: They're all covered here-in clear, coherent fashion and with a
focus on the essentials that will have you referring back to this volume for years to come.
[ Team LiB ]
This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it. Thanks .
[ Team LiB ]
• Table of Contents
• Index
Core Techniques and Algorithms in Game Programming
By Daniel Sánchez-Crespo Dalma u
Publisher : New Riders Publishing
Pub Date : September 08, 2003
ISBN : 0-1310-2009-9
Pages : 888
Copyright
About the Author
About the Technical Reviewer
Acknowledgments
Tell Us What You Think
Introduction
What You Will Learn
What You Need to Know
How This Book Is Organized
Conventions
Chapter 1. A Chronology of Game Programmin g
Phase I: Before Spacewar
Phase II: Spacewar to Atari
Phase III: Game Consoles and Personal Computers
Phase IV: Shakedown and Consolidation
Phase V: The Advent of the Game Engine
Phase VI: The Handheld Revolution
Phase VII: The Cellular Phenomenon
Phase VIII: Multiplayer Games
In Closing
Chapter 2. Game Architectur e
Real-Time Software
The Game Logic Section
The Presentation Section
The Programming Process
This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it. Thanks .
In Closing
Chapter 3. Data Structures and Algorithm s
Types, Structures, and Classes
Data Structures
The Standard Template Library
In Closing
Chapter 4. Design Pattern s
Design Patterns Defined
Some Useful Programming Patterns
Usability Patterns
In Closing
Chapter 5. User Inpu t
The Keyboard
Mouse
Joysticks
Hardware Abstraction
Force Feedback
In Closing
Chapter 6. Fundamental AI Technologie s
Context
Structure of an AI System
Specific Technologies
In Closing
Chapter 7. Action-Oriented A I
On Action Games
Choreographed AIs
Object Tracking
Chasing
Evasion
Patrolling
Hiding and Taking Cover
Shooting
Putting It All Together
In Closing
Chapter 8. Tactical A I
Tactical Thinking Explained
Military Analysis: Influence Maps
Representing Tactics
In Closing
Chapter 9. Scriptin g
Building a Scripting Language
Embedded Languages
Socket-Based Scripting
In Closing
Chapter 10. Network Programmin g
How the Internet Really Works
The Programmer's Perspective: Sockets
Clients
A Simple TCP Server
Multiclient Servers
This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it. Thanks .
UDP Servers
Preventing Socket Blocks
Designing Client-Server Games
Massively Multiplayer Games
In Closing
Chapter 11. 2D Game Programmin g
On Older Hardware
Data Structures for 2D Games
Mapping Matrices
2D Game Algorithms
Special Effects
In Closing
Chapter 12. 3D Pipeline Overvie w
A First Look
Fundamental Data Types
Geometry Formats
A Generic Graphics Pipeline
In Closing
Chapter 13. Indoors Renderin g
General Analysis
Occluder-Based Algorithms
Binary Space Partition Algorithms
Portal Rendering
Hierarchical Occlusion Maps
Hybrid Approaches
Hardware-Assisted Occlusion Tests
In Closing
Chapter 14. Outdoors Algorithm s
Overview
Data Structures for Outdoors Rendering
Geomipmapping
ROAM
Chunked LODs
A GPU-Centric Approach
Outdoors Scene Graphs
In Closing
Chapter 15. Character Animatio n
Analysis
Explicit Versus Implicit Methods
Explicit Animation Techniques
Implicit Animation Overview
Prop Handling
A Note on Vehicles
Limb Slicing
Facial Animation
Inverse Kinematics
Blending Forward and Inverse Kinematics
In Closing
Chapter 16. Cinematograph y
First-Person Shooters
This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it. Thanks .
Handling Inertia
Flight Simulators and Quaternions
Third-Person Cameras
Cinematic Cameras: Camera Styles
Cinematic Cameras: Placement Algorithms
Agent-Based Approaches
In Closing
Chapter 17. Shadin g
Real-World Illumination
Light Mapping
The BRDF
Nonphotorealistic Rendering
In Closing
Chapter 18. Texture Mappin g
Types of Textures
Tiling and Decals
Filtering
Mipmapping
Texture Optimization
Multipass Techniques
Multitexture
Texture Arithmetic and Combination
Detail Textures
Environment Mapping
Bump Mapping
Gloss Mapping
In Closing
Chapter 19. Particle System s
Anatomy of a Particle System
The Particle Data Structure
Some Notes on Architecture
Speed-Up Techniques
In Closing
Chapter 20. Organic Renderin g
Nature and Complexity
Trees
Grass
Clouds
Oceans
In Closing
Chapter 21. Procedural Technique s
Procedural Manifesto
Renderman
Real-Time Shading Languages
Types of Shaders
Texture Mapping
Particle Systems
Animation
Special Effects
In Closing
This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it. Thanks .
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