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ISBN:9781584507024

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简介

Welcome to the eighth volume of the must-have reference series for game developers, "Game Programming Gems," the series that helped define the standards for game programming and continues to be an essential source for new, innovative techniques. "Game Programming Gems 8" provides the tools and inspiration that game developers need to excel. Featuring cutting-edge, ready-to-use techniques contributed by industry veterans and experts, this new collection is a key resource for inspiration, insight, and a plethora of time-saving, ready-to-use methods for the developer's tool box! Gems 8 answers the needs of passionate developers, eager newcomers, voracious production requirements, and the demand for innovating and entertaining gameplay. Covering all the key development areas including General Programming, Mathematics, Graphics, Artificial Intelligence, Physics, Networking/Multiplayer, and Audio, each section is edited by an expert in the field to ensure that the ideas are original, accurate, and useful. In this edition, there is even a special segment on General Purpose Programming on GPUs for Game Developers. Dig into this new volume of useful, practical ideas and techniques and get ready to make games that are more inventive, entertaining, and satisfying!

目录

Copyright
Preface
Acknowledgments
Contributors
Section:聽1聽Graphics Download Chapter
1 Token Introduction
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1 Token Chapter 1.1.聽Fast Font Rendering with Instancing Text-Rendering Basics
Improving Performance
Instancing Quad Geometry
Constant Array Instancing
Additional Considerations
Future Work
Demo
Conclusion
References
Chapter 1.2.聽Principles and Practice of Screen Space Ambient Occlusion Screen Space Ambient Occlusion
Generating the Source Data
Sampling Process
Sampling Randomization
Ambient Occlusion Post-Processing
Handling Edge Cases
Optimizing Performance
Fake Global Illumination and Artistic Styling
Transparency
Final Results
Conclusion
References
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1 Token Chapter 1.3.聽Multi-Resolution Deferred Shading Deferred Shading
Multi-Resolution Deferred Shading
Conclusion and Future Work
References
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1 Token Chapter 1.4.聽View Frustum Culling of Catmull-Clark Patches in DirectX 11 Background
Culling
Pre-Processing Step
Run-Time Step
Performance
Conclusion
References
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1 Token Chapter 1.5.聽Ambient Occlusion Using DirectX Compute Shader The Compute Shader
Screen Space Ambient Occlusion
Compute Shader Implementation Details
Results
Conclusion and Future Work
References
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1 Token Chapter 1.6.聽Eye-View Pixel Anti-Aliasing for Irregular Shadow Mapping Background and Problem: Shadow Edge Aliasing
Solution: Adaptive Multi-Sampling of Irregular Shadows
Results and Discussion
Conclusion
Acknowledgements
References
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1 Token Chapter 1.7.聽Overlapped Execution on Programmable Graphics Hardware Introduction to Irregular Z-Buffer Shadows
Overview of Programmable Graphics Hardware
Overview of Task-Based Parallelism
Combining Render Graphs and Task Graphs
Combined Dependency Graph
Idle-Free Irregular Z-Buffer Shadows
Conclusion
References
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1 Token Chapter 1.8.聽Techniques for Effective Vertex and Fragment Shading on the SPUs The CBE as Part of a Real-World System
The SPEs
Data Management
Vertex/Geometry Shading
Fragment Shading
Further Work
Conclusion
Acknowledgements
References
Section:聽2聽Physics and Animation Download Chapter
1 Token Introduction
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1 Token Chapter 2.1.聽A Versatile and Interactive Anatomical Human Face Model Overview
Numerical Simulation
Building the Anatomical Model
Conclusion
References
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1 Token Chapter 2.2.聽Curved Paths for Seamless Character Animation Related Work
Finding a Path
Smoothing the Path
Animation Selection
Conclusion
References
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1 Token Chapter 2.3.聽Non-Iterative, Closed-Form, Inverse Kinematic Chain Solver (NCF IK) Context
Bone Definition
IK Goal Position
Handling Extreme Deformation
Additional Details
Future Work
Conclusion
References
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1 Token Chapter 2.4.聽Particle Swarm Optimization for Game Programming A Few Words on Optimization
The PSO Paradigm and Its Canonical Formulation
Add-Ons to the Classical Formulation
A Note on Randomness
Case Study 1: Typical Benchmarking Functions
Case Study 2: Optimization of Physical Parameters for In-Game Vehicle Simulation
Case Study 3: Physics-Based Animation of Mechanical Systems
Conclusion
References
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1 Token Chapter 2.5.聽Improved Numerical Integration with Analytical Techniques Classifying Errors
Kinematics of Constant Acceleration
The Kinematic Integrator
Integral Contributions Due to a Spring Force
Multiple Forces
Integral Contributions of a Pulse
Integral Contributions of Collision Forces
Integral Contributions of Viscous Forces
Integral Contributions of Constraint Forces
Summary
Conclusion
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1 Token Chapter 2.6.聽What a Drag: Modeling Realistic Three-Dimensional Air and Fluid Resistance Physics
Solution of the Three-Dimensional Linear Case
Solution of the Three-Dimensional Quadratic Case
Pseudocode
Comparison of Linear versus Quadratic Solutions
Conclusion
References
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1 Token Chapter 2.7.聽Application of Quasi-Fluid Dynamics for Arbitrary Closed Meshes Requirements for the Mesh Representing the Object
Physical Rudiments
Pre-Computation Based on a Triangle Mesh
Calculation of the Pressure on the Triangle Surface
Simple Correction of Dynamic Pressure
Conclusion
References
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1 Token Chapter 2.8.聽Approximate Convex Decomposition for Real-Time Collision Detection Approximate Convex Decomposition
Hierarchical Approximate Convex Decomposition
Experimental Results
Conclusion
References
Section:聽3聽AI Download Chapter
1 Token Introduction
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1 Token Chapter 3.1.聽AI Level of Detail for Really Large Worlds Gradual LOD Example
Graphical LOD versus LOD AI
Simulation at the Full Detail
Toward LOD AI: Hierarchical Behavior
Space Representation
Positions of Objects and NPCs
Reshaping the Membrane
Creating the Structure of the World
Source Code Summary
Conclusion
Acknowledgements
References
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1 Token Chapter 3.2.聽A Pattern-Based Approach to Modular AI for Games A Real-World Example: Apartment Shopping
Boolean Decisions
Float-Based Decisions
Conclusion
References
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1 Token Chapter 3.3.聽Automated Navigation Mesh Generation Using Advanced Growth-Based Techniques The Algorithms
Post-Processing
Conclusion
References
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1 Token Chapter 3.4.聽A Practical Spatial Architecture for Animal and Agent Navigation Fundamental Components of the Spatial Representation System
Navigation System Architecture
Navrep Continuity and Stitching
Handling Locomotion and Turning
Conclusion
Acknowledgements
References
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1 Token Chapter 3.5.聽Applying Control Theory to Game AI and Physics Conclusion
References
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1 Token Chapter 3.6.聽Adaptive Tactic Selection in First-Person Shooter (FPS) Games A Dynamic Approach to Adaptive Tactic Selection
Overview of the Adaptive Tactic Selection Architecture
Fitness and Weight-Update Functions
Adapting Tactic Selection
Conclusion
References
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1 Token Chapter 3.7.聽Embracing Chaos Theory: Generating Apparent Unpredictability through Deterministic Systems The Need for Predictability
Shaking Things Up
A Brief History of Chaos
Exploring Cellular Automata
Leveraging Chaos Theory in Games
Conclusion
References
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1 Token Chapter 3.8.聽Needs-Based AI Background
Needs-Based AI Overview
Advertisements and Action Selection
Action Performance
Design Consequences of Needs-Based AI
Conclusion
Acknowledgements
References
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1 Token Chapter 3.9.聽A Framework for Emotional Digital Actors Models of Emotion, Mood, and Personality
The Emotional Framework
Conclusion
References
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1 Token Chapter 3.10.聽Scalable Dialog Authoring Conversational Agents Today
Overview
Intention Modeling
Cultural Wrappers
Creating Unique Individuals
Conclusion
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1 Token Chapter 3.11.聽Graph-Based Data Mining for Player Trace Analysis in MMORPGs Data Logging and Preprocessing
Advertisement Placement in MMORPGs
Building Player Profiles with Clustering
Detecting Bots and Gold Farmers with Classification Models
Conclusion
References
Section:聽4聽General Programming Download Chapter
1 Token Introduction
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1 Token Chapter 4.1.聽Fast-IsA Problem Definition
Balanced Class Hierarchies
Eliminating the Tree Traversal
Building a Balanced Tree
Conclusion
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1 Token Chapter 4.2.聽Registered Variables Getting Started
Assumptions
The Base Class: RegisteredVar
Single Variable Values versus Array Variable Values
Type-Specific Registered Variable
Setting a Registered Variable Directly
IsA Functionality
Setting a Registered Variable Indirectly
Conclusion
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1 Token Chapter 4.3.聽Efficient and Scalable Multi-Core Programming Efficient Multi-Threaded Programming
Scalable Multi-Threaded Programming
Future Work
Optimizations
Conclusion
References
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1 Token Chapter 4.4.聽Game Optimization through the Lens of Memory and Data Access Understand the Cache
Pinpoint Problem Areas
Avoid Waste
Shrink the Data
Organize the Data
Manipulate the Cache
Conclusion
References
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1 Token Chapter 4.5.聽Stack Allocation Overview
Example Implementation
Index-Based Implementation
POD Types
Known Issues
Advantages and Disadvantages
Conclusion
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1 Token Chapter 4.6.聽Design and Implementation of an In-Game Memory Profiler Introduction
Memory Profiling Basics
Function Hooking
Call-Stack Generation
Collecting Statistics
Multi-Thread Issues
The Source Code
Conclusion
References
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1 Token Chapter 4.7.聽A More Informative Error Log Generator Definition of RTSI
Potential Uses
Setting Up the Code
Error Logs Redundancy Problem versus Using RTSI
Conclusion
References
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1 Token Chapter 4.8.聽Code Coverage for QA Common Approaches
An Analogy: Breakpoint Testing
Code Coverage
Implementation
QA Interface and Workflow
Collecting Results
Possible Expansions
A Post-Mortem
Conclusion
References
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1 Token Chapter 4.9.聽Domain-Specific Languages in Game Engines Domain-Specific Languages in Depth
Creating a DSL
Multi-Language Game Engine Development
Integrating DSLs into the Pipeline
Conclusion
References
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1 Token Chapter 4.10.聽A Flexible User Interface Layout System for Divergent Environments The Problem
Some Cheap Solutions
A More Flexible Solution
Concatenate Conditional Modifiers and Conditions
Implementation Details of the CM System
Conditional Modifier Condition References
Widget Templates
Proxy Assets
Performance
Problems
Conclusion
References
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1 Token Chapter 4.11.聽Road Creation for Projectable Terrain Meshes Roads as Geodesic Curves
Road Grading Techniques for The Sims 3 Worlds
Conclusion
References
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1 Token Chapter 4.12.聽Developing for Digital Drawing Tablets Background
Tablet Theory
Tablet Programming
Conclusion
References
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1 Token Chapter 4.13.聽Creating a Multi-Threaded Actor-Based Architecture Using Intel庐 Threading Building Blocks Introduction
Actor-Based Programming
Implementing an Actor Engine
Message-Passing Patterns
Conclusion
References
Section:聽5聽Networking and Multiplayer Download Chapter
1 Token Introduction
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1 Token Chapter 5.1.聽Secure Channel Communication Architecture
Network Security
Attacks
Responses
Disciplinary Measures
Examples
Conclusion
References
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1 Token Chapter 5.2.聽Social Networks in Games: Playing with Your Facebook Friends RESTful Web Services
The Facebook API
Conclusion
References
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1 Token Chapter 5.3.聽Asynchronous I/O for Scalable Game Servers Background
Asynchronous I/O APIs
Results and Analysis
Conclusion
References
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1 Token Chapter 5.4.聽Introduction to 3D Streaming Technology in Massively Multiplayer Online Games The Problem
The Solution
The World
The Rendering
The Transport
Predictive Loading
3DStreamer: Putting Everything Together
Conclusion
Section:聽6聽Audio Download Chapter
1 Token Introduction
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1 Token Chapter 6.1.聽A Practical DSP Radio Effect The Effect
Automatic Gain Control
Adding Static
Putting It All Together
Parameter Animation
Conclusion
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1 Token Chapter 6.2.聽Empowering Your Audio Team with a Great Engine Audio Code Building Blocks
Sound Parameterization
Mixing
Post-Production
Conclusion
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1 Token Chapter 6.3.聽Real-Time Sound Synthesis for Rigid Bodies Modal Analysis and Impulse Responses
From Physics Engine to Contact Sounds
Putting It Together
Conclusion
References
Section:聽7聽General Purpose Computing on GPUs Download Chapter
1 Token Introduction
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1 Token Chapter 7.1.聽Using Heterogeneous Parallel Architectures with OpenCL OpenCL Primer
Tips for Optimizing OpenCL C Kernels
Optimizing Memory-Bound OpenCL Kernels
OpenCL Command Profiling
Conclusion
References
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1 Token Chapter 7.2.聽PhysX GPU Rigid Bodies in Batman: Arkham Asylum Requirements
Shape Representation
Dynamics Algorithm
Pipeline
Transform Spheres into World Space
Sphere-Sphere Collision Detection
Sphere-Mesh Collision Detection
Evaluate Force Fields
Calculate Unconstrained Velocities
Generate Constraints
Solver
Update Positions
GPU Implementation
CUDA Voxelizer
Spatial Data Structures
Solver
Conclusion
Acknowledgements
References
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1 Token Chapter 7.3.聽Fast GPU Fluid Simulation in PhysX Particle Systems
Fluids
Robust Particle Collisions
Fluid Simulation with Smoothed Particle Hydrodynamics
Fluid Simulation Algorithm
Fluid Rendering
Performance
Acknowledgements
References
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