This book is the sixth volume of the Game Programming Gems series. It designed with your current challenges in mind. The players expect higher-difelity models and animations, fancier physics and graphics effects, and more intelligent AI with this new generation machines. You will find 50 all new articles that written by expert in game technology from many different background and over twenty countries. A brand new section dedicated to scripting and data-driven system which is focused entirely on the growing trend of removing the programmer from data-tweaking loop is provided inside this book. You will fing inspiration, insight, and at least one or two true gems to use in your world whether you are a new game programmer starting out on this exciting path, grizzled, industry veteran, or a most welcome visitor.
The AI techniques for creating cognitive models for computer-controlled characters is teached in this book. It also include the latest pixel shader and GPU programming techniques. Need discussion news? Here discusses unit testing and fingerprinting. The key development area, general programming, artificial intelligence, mathematics and physics, graphics, networking and multiplayer, audio, scripting, and data-driven systems are included inside.
Table of Contents
SECTION 1 GENERAL PROGRAMMING
Introduction
1.1 Lock-Free Algorithms
1.2 Utilizing Multicore Processors with OpenMP
1.3 Computer Vision in Games Using the OpenCV Library
1.4 Geographic Grid Registration of Game Objects
1.5 BSP Techniques
1.6 Closest-String Matching Algorithm
1.7 Using CppUnit To Implement Unit Testing
1.8 Fingerprinting Pre-Release Builds To Deter and Detect Piracy
1.9 Faster File Loading with Access-Based File Reordering
1.10 Stay in the Game: Asset Hotloading for Fast Iteration
SECTION 2 MATHEMATICS AND PHYSICS
Introduction
2.1 Floating-Point Tricks
2.2 GPU Computation in Projective Space Using
Homogeneous Coordinates
2.3 Solving Systems of Linear Equations Using the Cross Product
2.4 Efficient Sequence Indexing for Game Development
2.5 Exact Buoyancy for Polyhedra
2.6 Real-Time Particle-Based Fluid Simulation with
Rigid Body Interaction
SECTION 3 ARTIFICIAL INTELLIGENCE
Introduction
3.1 Applying Model-Based Decision-Making Methods to Games:
Applying the Locust AI Engine to Quake III
3.2 Achieving Coordination with Autonomous NPCs
3.3 Behavior-Based Robotic Architectures for Games
3.4 Constructing a Goal-Oriented Robot for Unreal Tournament Using
Fuzzy Sensors, Finite-State Machines, and Behavior Networks
3.5 A Goal-Oriented Unreal Bot: Building a Game Agent with
Goal-Oriented Behavior and Simple Personality Using
Extended Behavior Networks
3.6 Short-Term Memory Modeling Using a Support Vector Machine
3.7 Using the Quantified Judgment Model for Engagement Analysis
3.8 Designing a Multilayer, Pluggable AI Engine
3.9 A Fuzzy-Control Approach to Managing Scene Complexity
SECTION 4 SCRIPTING AND DATA-DRIVEN SYSTEMS
Introduction
4.1 Scripting Language Survey
4.2 Binding C/C++ Objects to Lua
4.3 Programming Advanced Control Mechanisms with
Lua Coroutines
4.4 Managing High-Level Script Execution Within
Multithreaded Environments
4.5 Exposing Actor Properties Using Nonintrusive Proxies
4.6 Game Object Component System
SECTION 5 GRAPHICS
Introduction
5.1 Synthesis of Realistic Idle Motion for
Interactive Characters
5.2 Spatial Partitioning Using an Adaptive Binary Tree
5.3 Enhanced Object Culling with (Almost) Oriented Bounding Boxes
5.4 Skin Splitting for Optimal Rendering
5.5 GPU Terrain Rendering
5.6 Interactive Fluid Dynamics and Rendering on the GPU
5.7 Fast Per-Pixel Lighting with Many Lights
5.8 Rendering Road Signs Sharply
5.9 Practical Sky Rendering for Games
5.10 High Dynamic Range Rendering Using
OpenGL Frame Buffer Objects
SECTION 6 AUDIO
Introduction
6.1 Real-Time Sound Generation from Deformable Me…