中文名: 游戏编程精粹8(其他版本皆为中文版,精粹8 中文版尚未翻译,提供英文版)
原名: Game Programming Gems 8
作者: Adam Lake
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: 美国
语言: 英文
简介:
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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
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