Game Programming Gems 5 Companion CDROM
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- Other > E-books
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- 1
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- 111.26 MiB (116663734 Bytes)
- Uploaded:
- 2005-04-01 15:20:06 GMT
- By:
- Sarre
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- Info Hash: 2B1D1AC982E77194A329F138A4442246F77D52AC
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The companion CDROM for the book Game Programming Gems 5 (ISBN 1584503521) http://www.amazon.com/exec/obidos/ASIN/1584503521 Note: It's the CDROM only, not an OCR of the book itself. Even so, I thought some might find it interesting. I've stripped out most of the redistributable stuff (DirectX, GLUT, Java) Contains accompanying code, examples, demos and/or videos for the following articles: Section 1: General Programming 1.1 Context-Sensitive HUDs for Editors 1.2 Parsing Text Data in Games 1.3 Component Based Object Management 1.4 Using Templates for Reflection in C++ 1.5 Sphere Trees for Speedy BSPs 1.6 Improved Frustum Culling 1.7 Generic Pager 1.8 Large-Scale Stack-Based State Machines 1.9 CSG Construction Using BSP Trees 1.10 Building Lua into Games 1.11 Improving Freelists with Policy Based Design 1.12 A Real-time Remote Debug Message Logger 1.13 A Transparent Class Saving and Loading Trick 1.14 An Effective Cache-Oblivious Implementation of the ABT Tree 1.15 Visual Design of State Machines 1.16 A Generic Component Library 1.17 Choose Your Path – A Menu System Section 2: Mathematics 2.3 Spline-Based Time Control for Animation 2.4 Faster Quaternion Interpolation Using Approximations 2.6 Oblique View Frustums for Mirrors and Portals Section 3: Artificial Intelligence 3.2 Fast Target Ranking Using an Artificial Potential Field 3.8 Advanced Path-Finding with Minimal Re-Planning Cost: Dynamic A* (D*) Section 4: Physics 4.1 Back of the Envelope Aerodynamics for Game Physics 4.2 Dyamic Grass Simulation and Other Natural Effects 4.4 Practical Animation of Soft Bodies for Game Development 4.5 Adding Life to Ragdoll Simulation Using Feedback Control Systems 4.6 Designing a Prescripted Physics System 4.8 Realistic Camera Movement in a 3D Car Simulator Section 5: Graphics 5.1 Realistic Cloud Rendering on Modern GPUs 5.3 Widgets: Rendering Fast and Persistent Foliage 5.4 Dimensional Impostors for Realistic Trees and Forests 5.5 Gridless Controllable Fire 5.6 Powerful Explosion Effects Using Billboard Particles 5.7 A Simple Method for Rendering Gemstones 5.8 Volumetric Post-Processing 5.9 Procedural Level Generation Section 6: Networking and Multi-player 6.4 Fast and Efficient Implementation of a Remote Procedure Calls System 6.5 Overcoming Network Address Translation in Peer-to-Peer Communications 6.7 Safe Random Number Systems Section 7: Audio 7.1 MultiThreaded Audio Programming Techniques 7.3 Using 3D Surfaces as Audio Emitters 7.4 Fast Environmental Reverb Based on Feedback Delay 7.5 Introduction to Single-Speaker Speech Recognition
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Cool stuff, but does anyone have the book? Thanks for the upload :)
Can someone seed please, thanks!
Seed Needed!!!
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