游戏编程精粹8 原版高清PDF全彩插图 Adam Lake Game Programming Gems 8 (美)Adam Lake 插图版 pdf
文章类别:
- 1 12 月, 2022
- 0 条评论
你必须注册后才能投票!
快捷索引
会员福利
原名: Game Programming Gems 8
作者:
图书分类: 软件
资源格式: PDF
版本: 插图版
出版社: Course Technology
书号: 1584507020
发行时间: 2010年03月01日
地区:
语言:
简介:
目录:
Section 1 Graphics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.1 Fast Font Rendering with Instancing. . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.2 Principles and Practice of Screen Space Ambient Occlusion. . . . . . . . 12
1.3 Multi-Resolution Deferred Shading . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
1.4 View Frustum Culling of Catmull-Clark Patches in DirectX 11. . . . . . . 39
1.5 Ambient Occlusion Using DirectX Compute Shader. . . . . . . . . . . . . . . 50
1.6 Eye-View Pixel Anti-Aliasing for Irregular Shadow Mapping. . . . . . . . . 74
1.7 Overlapped Execution on Programmable Graphics Hardware . . . . . . . 90
1.8 Techniques for Effective Vertex and Fragment Shading on the SPUs . . 101
Section 2 Physics and Animation . . . . . . . . . . . . . . . . . . . . . . . 119
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
2.1 A Versatile and Interactive Anatomical Human Face Model . . . . . . . . 121
2.2 Curved Paths for Seamless Character Animation . . . . . . . . . . . . . . . 132
2.3 Non-Iterative, Closed-Form, Inverse Kinematic Chain Solver (NCF IK) . 141
2.4 Particle Swarm Optimization for Game Programming . . . . . . . . . . . . 152
2.5 Improved Numerical Integration with Analytical Techniques . . . . . . . 168
2.6 What a Drag: Modeling Realistic Three-Dimensional
Air and Fluid Resistance. . . . . . . . . . . . . . . . . . . . . . . . . . . 183
2.7 Application of Quasi-Fluid Dynamics for Arbitrary Closed Meshes . . . 194
2.8 Approximate Convex Decomposition for
Real-Time Collision Detection. . . . . . . . . . . . . . . . . . . . . . . . 202
Section 3 AI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211
3.1 AI Level of Detail for Really Large Worlds . . . . . . . . . . . . . . . . . . . . 213
3.2 A Pattern-Based Approach to Modular AI for Games . . . . . . . . . . . . . 232
3.3 Automated Navigation Mesh Generation Using
Advanced Growth-Based Techniques . . . . . . . . . . . . . . . . . . . . . . . . 244
3.4 A Practical Spatial Architecture for Animal and Agent Navigation . . . 256
3.5 Applying Control Theory to Game AI and Physics . . . . . . . . . . . . . . . 264
3.6 Adaptive Tactic Selection in First-Person Shooter (FPS) Games . . . . 279
3.7 Embracing Chaos Theory: Generating Apparent
Unpredictability through Deterministic Systems . . . . . . . . . . . . . . . . 288
3.8 Needs-Based AI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
3.9 A Framework for Emotional Digital Actors . . . . . . . . . . . . . . . . . . . . 312
3.10 Scalable Dialog Authoring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323
3.11 Graph-Based Data Mining for Player Trace Analysis in MMORPGs . . . 335
Section 4 General Programming . . . . . . . . . . . . . . . . . . . . . . . . 353
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 353
4.1 Fast-IsA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 355
4.2 Registered Variables. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 363
4.3 Efficient and Scalable Multi-Core Programming . . . . . . . . . . . . . . . . 373
4.4 Game Optimization through the Lens of Memory and Data Access . . 385
4.5 Stack Allocation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 393
4.6 Design and Implementation of an In-Game Memory Profiler . . . . . . . 402
4.7 A More Informative Error Log Generator . . . . . . . . . . . . . . . . . . . . . . 409
4.8 Code Coverage for QA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 416
4.9 Domain-Specific Languages in Game Engines . . . . . . . . . . . . . . . . . 428
4.10 A Flexible User Interface Layout System for Divergent Environments . . 442
4.11 Road Creation for Projectable Terrain Meshes . . . . . . . . . . . . . . . . . 453
4.12 Developing for Digital Drawing Tablets . . . . . . . . . . . . . . . . . . . . . . . 462
4.13 Creating a Multi-Threaded Actor-Based
Architecture Using Intel® Threading Building Blocks . . . . . . . . . . . . 473
Section 5 Networking and Multiplayer. . . . . . . . . . . . . . . . . . . . 485
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 485
5.1 Secure Channel Communication . . . . . . . . . . . . . . . . . . . . . . . . . . . . 487
5.2 Social Networks in Games: Playing with Your Facebook Friends . . . . 498
5.3 Asynchronous I/O for Scalable Game Servers . . . . . . . . . . . . . . . . . . 506
5.4 Introduction to 3D Streaming Technology in
Massively Multiplayer Online Games. . . . . . . . . . . . . . . . . . . . . . . . . 514
Section 6 Audio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 539
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 539
Brian Schmidt, Founder and Executive Director, GameSoundCon;
6.1 A Practical DSP Radio Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 542
6.2 Empowering Your Audio Team with a Great Engine . . . . . . . . . . . . . . 553
6.3 Real-Time Sound Synthesis for Rigid Bodies. . . . . . . . . . . . . . . . . . . 563
Section 7 General Purpose Computing on GPUs . . . . . . . . . . . . 573
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 573
7.1 Using Heterogeneous Parallel Architectures with OpenCL . . . . . . . . 575
7.2 PhysX GPU Rigid Bodies in Batman: Arkham Asylum. . . . . . . . . . . . . 590
7.3 Fast GPU Fluid Simulation in PhysX . . . . . . . . . . . . . . . . . . . . . . . . . 602
Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 616
内容介绍:
本书为《Game Programming Gems》系列的第八卷。在这一版当中,我们将广泛地探讨重要的实时图形方面,如Larrabee, PlayStation 3, 以及DirectX 11计算着色器。此外在本书中,处在第一线的业内顶级开发商如:Blizzard,id, Bizarre Creations, Nexon,以及Intel’s Advanced Visual Computing group,还分享了他们如何以最佳的方式利用图形硬件为游戏创建高品质视觉效果的真知灼见。
内容截图:
书我要,下载先! http://www.books51.com/ 祝您开卷有益!
同类文章
文章类别:
本文链接: http://www.books51.com/292709.html
【点击下方链接,复制 & 分享文章网址】
游戏编程精粹8 原版高清PDF全彩插图 Adam Lake Game Programming Gems 8 (美)Adam Lake 插图版 pdf → http://www.books51.com/292709.html |
上一篇: Pro Spring 3 英文文字版/EPUB Clarence Ho,Rob Harrop Clarence Ho 文字版 pdf
下一篇: Google Android SDK 130个开发范例 扫描版 余志龙 余志龙 扫描版 pdf
你必须注册后才能投票!
最新评论