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Core Techniques and Algorithms in Game Programming

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A Chronology of Game Programming.
Before Spacewar.
Spacewar to Atari.
Game Consoles and Personal Computers.
Shakedown and Consolidation.
The Advent of the Game Engine.
The Handheld Revolution.
The Cellular Phenomenon.
Multiplayer Games.
Game Architecture.
Real-Time Software.
The Game Logic Section.
The Presentation Section.
The Programming Process.
Data Structures and Algorithms.
Types, Structures, and Classes.
The Standard Template Library.
Design Patterns.
Design Patterns Defined.
Some Useful Programming Patterns.
Usability Patterns.
User Input.
The Keyboard.
Mouse.
Joysticks.
Hardware Abstraction.
Force Feedback.
Fundamental AI Technologies.
Context.
Structure of an AI System.
Specific Technologies.
Action-Oriented AI.
On Action Games.
Choreographed AIs.
Object Tracking.
Chasing.
Evasion.
Patrolling.
Hiding and Taking Cover.
Shooting.
Putting It All Together.
Tactical AI.
Tactical Thinking Explained.
Military Analysis: Influence Maps.
Representing Tactics.
Scripting.
Building a Scripting Language.
Embedded Languages.
Socket-Based Scripting.
Network Programming.
How the Internet Really Works.
The Programmer's Perspective: Sockets.
Clients.
A Simple TCP Server.
Multiclient Servers.
UDP Servers.
Preventing Socket Blocks.
Designing Client-Server Games.
Massively Multiplayer Games.
2D Game Programming.
On Older Hardware.
Data Structures for 2D Games.
Mapping Matrices.
2D Game Algorithms.
Special Effects.
3D Pipeline Overview.
A First Look.
Fundamental Data Types.
Geometry Formats.
A Generic Graphics Pipeline.
Indoors Rendering.
General Analysis.
Occluder-Based Algorithms.
Binary Space Partition Algorithms.
Portal Rendering.
Hierarchical Occlusion Maps.
Hybrid Approaches.
Hardware-Assisted Occlusion Tests.
Outdoors Algorithms.
Overview.
Data Structures for Outdoors Rendering.
Geomipmapping.
ROAM.
Chunked LODs.
A GPU-Centric Approach.
Outdoors Scene Graphs.
Character Animation.
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.
Cinematography.
First-Person Shooters.
Handling Inertia.
Flight Simulators and Quaternions.
Third-Person Cameras.
Cinematic Cameras: Camera Styles.
Cinematic Cameras: Placement Algorithms.
Agent-Based Approaches.
Shading.
Real-World Illumination.
Light Mapping.
The BRDF.
Nonphotorealistic Rendering.
Texture Mapping.
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.
Particle Systems.
Anatomy of a Particle System.
The Particle Data Structure.
Some Notes on Architecture.
Speed-Up Techniques.
Organic Rendering.
Nature and Complexity.
Trees.
Grass.
Clouds.
Oceans.
Procedural Techniques.
Procedural Manifesto.
Renderman.
Real-Time Shading Languages.
Types of Shaders.
Texture Mapping.
Particle Systems.
Animation.
Special Effects.
Geometrical Algorithms.
Point Inclusion Tests.
Ray Intersection Tests.
Moving Tests.
Point Versus Triangle Set Collision (BSP-Based).
Mesh Versus Mesh (Sweep and Prune Approach).
Computing a Convex Hull.
Triangle Reduction.
Performance Tuning.
Analysis Techniques.
Analysis Tools.
General Optimization Techniques.
Application.
Efficient Data Transfer.
Tuning the Geometry Pipeline.
Tuning the Rasterizer Stage.
Other Optimization Tools.
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