Saturday, 13 July 2013

[B747.Ebook] Free PDF Game Programming GEMS 3 (Game Programming Gems Series) (v. 3), by Dante Treglia

Free PDF Game Programming GEMS 3 (Game Programming Gems Series) (v. 3), by Dante Treglia

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Game Programming GEMS 3 (Game Programming Gems Series) (v. 3), by Dante Treglia

Game Programming GEMS 3 (Game Programming Gems Series) (v. 3), by Dante Treglia



Game Programming GEMS 3 (Game Programming Gems Series) (v. 3), by Dante Treglia

Free PDF Game Programming GEMS 3 (Game Programming Gems Series) (v. 3), by Dante Treglia

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Game Programming GEMS 3 (Game Programming Gems Series) (v. 3), by Dante Treglia

The journey continues with this ALL NEW volume in the Game Programming Gems series! As with the first two volumes, a dynamic group of some of the best game programmers in the industry have generously joined together to share their insights and techniques. Their ready-to-use ideas, tips, and solutions, will help save hours of programming time, prevent redundancy, and leave you with more time to add cutting-edge features to your own games. Covering all the key areas of game development, this invaluable resource delves deep into the problems often encountered by programmers, and provides practical, valid solutions. Each section is edited by an expert in the field to ensure that the ideas are original, accurate, and useful for a variety of game development projects. In addition to covering Mathematics, Graphics, General Programming, Audio, and Artificial Intelligence, Game Programming Gems 3 also includes an all new section on Network and Multiplayer games. This is a must-have reference, and series, for every game developer. If you are just getting started, this book offers a true cross-section of the challenges youill face, and provides a variety of additional references to help you find all the resources you need to advance your skills and knowledge. If youire an expert already, youill find new ideas and techniques to help save plenty of valuable programming time.

  • Sales Rank: #853148 in Books
  • Brand: Brand: Cengage Learning
  • Published on: 2002-07-25
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.75" h x 7.75" w x 1.50" l, .0 pounds
  • Binding: Hardcover
  • 663 pages
Features
  • Used Book in Good Condition

Review
AI Rectangle Navigation A Highly Efficient Alternative to A* Function Pointer-Based Embedded Finite State Machines Terrain Analysis in an RTS; Character Virtualization A Fast Approach to Navigation Meshes A General Trigger System for AI Entities, Objects, and Quests Optimized Machine Learning Techniques Tactical Pathfinding Using A* Audio Obstruction Using Axes-Aligned Bounding Boxes Compression and Effects Using Linear Predictive Coding Using DSP to Create Dynamic Engine Sounds Creating a Compelling 3D Audio Environment Compressing Audio with Vector Quantization Using the Biquad Resonant Filter General Developing Games for an International Market A Platform Independent Function Binding Interface Autolists: Allowing Trivial Listing of Object Instances Handle-Based Smart Pointers Programming a Game Design-Compliant Engine using UML Graphics A Compiler for Programmable Vertex Shading Hardware Using Textures to Approximate a Mathematic Function Computing Optimized Shadow Volumes for Complex Data Sets Billboard Beams; Subdivision Surfaces for Character Animation Mathematics A Fast Approximation to the Slerp() Function Clipping a Convex Polyhedron Against a Plane A Naming Convention for Transformation Matrices Base-2 Logarithm Utility Functions (C++) Constrained Inverse Kinematics Quaternion Compression Coping with Friction in Dynamical Simulations Network and Multiplayer Games A UDP Monitoring and Simulation Tool (Algorithms for) Player Skill Estimates and Rating Wireless Gaming with J2ME Multiplayer Game Development Using Microsoft DirectPlay 8.1 Real-Time-Strategy Network Protocol Template-Based Object Serialization Reducing Latency in Real-time Strategy Games Large-Scale Multiplayer Servers Secure Sockets A Flexible Simulation Architecture for Mass Multi-Player Games

About the Author
Dante Treglia is the lead software engineer at Nintendo of America's Software Development Support Group where he supports the Nintendo GameCube development community.

Most helpful customer reviews

25 of 28 people found the following review helpful.
Valuable resource for those in the trenches
By James Boer
For anyone who actually works as a game programming professional, I'd highly recommend this book. Those of you looking for general-purpose interesting programming tidbits, try one of Scott Meyer's books instead, which I'd recommend to ANY C++ programmer, not game programmers.
One thing to note: I've heard claims (regarding this and previous books in the series) that these books are simply pre-existing articles pulled from the web and other sources and packed into a collection to be resold. This is nonsense - every article in the book was submitted by programmers, and was exclusively commissioned and paid for by the publisher for use in this series. You won't find these articles floating around on the net. Moreover, because these articles are commissioned, peer-reviewed, and professional edited, the overall quality is much higher than random articles found on the net.
Overall, this book, and the entire series for that matter, gets my highest recommendation. You're naturally not going to find every article or topic useful or relevant, but if you're actually in the trenches, the likelyhood of finding at least one article that really helps you out is likely high. In my experience, simply finding one really valuable article is worth the price of the book alone.

20 of 21 people found the following review helpful.
Normally, I don't write reviews..
By Another reader
While normally, I don't write reviews, I HAVE to disagree with a previous review on this.. Someone wrote the matrix calculations were wrong on "Real time UI input in 3D games", and its simply not true. I'm using this gem currently and found it to work wonderfully! I found the book to be good overall, with a few minor publishing errors, but still good and worth the investment.
Like Gems 1 and 2, its a must have for any game programmer shelf... I'm finding more and more modern approaches to problems, vertex shading, etc in the newer gems series.. Gems 1 holds a special place in my heart because of how breakthrough it was, but this, which not as staggering in its signficance, is just as important to the modern game programmer.

2 of 2 people found the following review helpful.
Great Book
By Andrea Heyart
I got his book for my husband, who is a programmer, and this one is his favorite of the series. He refers to it on a regular basis, and he says it has saved him valuable time. The graphics sections are especially usefull. A handy reference book for any programmer.

See all 13 customer reviews...

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