Game Programming Gems 6Michael Dickheiser Charles River Media, 2006 - 695 pagina's Welcome to the sixth volume of the Game Programming Gems series. With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized. This makes it important to have cutting-edge, ready-to-use material in your specialization, as well as resources that you can call upon if you need to work outside your area of expertise. Volume 6 has been explicitly designed with your current challenges in mind. With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. All of these capabilities require robust teams and longer schedules, so to help ensure that your games are still delivered on time and on budget, you'll find 50 all new articles written by experts in game technology from many different backgrounds and over twenty countries. This volume also includes a brand new section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. So, whether you're a new game programmer starting out on this exciting path, a grizzled, industry veteran, or a most welcome visitor, we hope that you will find inspiration, insight, and at least one or two true gems to use in your world! |
Veelvoorkomende woorden en zinsdelen
action actor agent algorithm allocation AngelScript animation applied architecture asset Available online bone calculations char complex components const cooperative multitasking coordinates coroutine CppUnit create cross product defined dynamic enemy EnemyHurt EnemyInSight Equation example execution Extended Behavior Networks fingerprint float floating-point fluid frame function game developers game engine game object GameMonkey goal GOComponent graphics grid HEADER homogeneous coordinates IAmBeingShot implementation interaction leaf load LowAmmo manager match memory metatable method microthread module node OpenCV OpenMP optimal parameters particle performance plane player pointer polygons portal problem properties provides Python Quadtrees rendering resource rigid body runtime scripting language sensor sequence simple simulation solution strategy subsumption architecture task techniques terrain test fixture texture tion triangle unit testing Unreal Tournament update userdata variables vector vertex void

