CruiseYoung提供的带有详细书签的电子书籍目录
http://blog.csdn.net/fksec/article/details/7888251
该资料是《游戏编程精粹8》一书的随书光盘代码:共两部分,这是第1部分
游戏编程精粹8
基本信息
中文名: 游戏编程精粹8
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
内容简介
本书为《Game Programming Gems》系列的第八卷。在这一版当中,我们将广泛地探讨重要的实时图形方面,如Larrabee, PlayStation 3, 以及DirectX 11计算着色器。此外在本书中,处在第一线的业内顶级开发商如:Blizzard,id, Bizarre Creations, Nexon,以及Intel's Advanced Visual Computing group,还分享了他们如何以最佳的方式利用图形硬件为游戏创建高品质视觉效果的真知灼见。
目录
Face -15
Contents -12
Preface -6
Contributors -1
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
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
A 616
B 616
C 617
D 618
E 618
F 619
G 619
H 619
I 619
J 620
K 620
L 620
M 620
N 621
O 622
P 622
Q 623
R 623
S 623
T 624
U 625
V 625
W 625
X 625
Y 625
Z 625
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