Advanced Game Programming: A GameDev.net Collection: A GameDev.net Collection / Edition 1 available in Paperback
- Pub. Date:
- Cengage Learning
Welcome to "Advanced Game Programming: A GameDev.net Collection," the fourth in a series of books published in collaboration with GameDev.net, the online community where game developers worldwide can network and freely exchange information and ideas. Assembled in print for the first time, and comprised of the best advanced programming articles that have appeared on GameDev.net over the past decade, this volume features invaluable information and ideas for anyone looking to build on the foundation of their game programming knowledge. The articles in the book explore the latest and greatest techniques in game programming, as well as traditional concepts that provide the basis for much of the game technology you see today. Truly dedicated to the challenges faced by game programmers, you'll find information, advice, and techniques on optimization, physics and collision detection, scene management, multiplayer gaming, advanced C++ topics, the latest graphics rendering techniques, artificial intelligence, and more. All articles have been updated to comply with the latest technology, and as a bonus, this volume also features exclusive, new content that cannot be found anywhere else. Continuing in their tradition of excellence, "Advanced Game Programming: A GameDev.net Collection" captures the best of GameDev.net and is an invaluable resource in your pursuit of game development success.
|Product dimensions:||7.40(w) x 9.10(h) x 1.30(d)|
About the Author
John Hattan has been working steadily in the casual game-space since the TRS-80 days and professionally since 1990. After seeing his small-format games turned down for what turned out to be Tandy's last PC release, he took them independent, eventually releasing them as several discount game-packs through a couple of publishers. The packs are actually still available on store-shelves, although you'll need a keen eye to find them nowadays. He continues to work in the casual game-space as an independent developer, largely working on games in Flash for his website, The Code Zone (www.thecodezone.com). His current scheme is to distribute his games virally on various web-portals and widget platforms. In addition, John writes weekly product reviews and blogs (over ten years old) for www.gamedev.net from his home office where he lives with his wife and daughter in their home in the woods near Lake Grapevine in Texas.
Table of Contents
Part 1: Algorithms 1. 2D Car Physics; 2. 3D Matrix Math Demystified; 3. Multi-Threaded and Distributed Computing with the Actor Model; 4. Grid-Based Collision Detection and Raycasting; 5. In-Memory Data Compression and Decompression; 6: Finite State Machines and Regular Expressions 7: Memoization: A Technique to Speed Up Recursive Computations Part 2: AI 8: Application of Genetic Programming to the Snake Game 9: Precalculated Pathfinding Part 3: Graphics 10: Axonometric Projections: A Technical Overview 11: Real-Time Realistic Cloud Rendering and Lighting 12: A Closer Look at Parallax Occlusion Mapping 13: Quadtrees 14: Efficient Normal Computations for Terrain Lighting in DirectX 10 15: Continuous Collision Detection for Translating Ellipsoid 16: Soft-Edged Shadows 17: Box Filtering Height-Maps for Smooth Rolling Hills 18: Exploring Metaballs and Isosurfaces in 2D 19: Dynamic 2D Soft Shadows Part 4: Networking 20: Multicasting for Multiplayer Games Part 5: C++ 21: Debugging in Visual Studio- Part 2 22: 20 Issues of Porting C++ Code on the 64-Bit Platform 23: Writing Endian-Independent Code in C++ 24: Test Driven Expression Template Programming 25: Improving Performance in C++ with Compile-Time Polymorphism 26: Implementing a Software Cache