A cross-curricular team based approach to game development
Journal of Computing Sciences in Colleges
Real-time Crowd Movement On Large Scale Terrains
TPCG '03 Proceedings of the Theory and Practice of Computer Graphics 2003
Efficient and realistic visualization of cloth
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Hardware-Based Nonlinear Filtering and Segmentation using High-Level Shading Languages
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Introduction to SIGGRAPH and computer graphics
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
A hybrid fuzzy ANN system for agent adaptation in a first person shooter
Proceedings of the 2006 international conference on Game research and development
Introduction to SIGGRAPH and computer graphics
ACM SIGGRAPH 2007 courses
Introduction to SIGGRAPH and interactive computer graphics
ACM SIGGRAPH 2008 classes
Introduction to computer graphics
ACM SIGGRAPH ASIA 2008 courses
Finding a natural-looking path by using generalized visibility graphs
PRICAI'06 Proceedings of the 9th Pacific Rim international conference on Artificial intelligence
Introduction to computer graphics
ACM SIGGRAPH ASIA 2010 Courses
Physically-based real-time lens flare rendering
ACM SIGGRAPH 2011 papers
Introduction to computer graphics
SIGGRAPH Asia 2011 Courses
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
A scalable architecture for 3D map navigation on mobile devices
Personal and Ubiquitous Computing
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From the Publisher:Blazing through the excitement generated by the first volume, Game Programming Gems II is here with an entirely new set of innovative ideas, techniques, and algorithms. Game developers of all levels will find insightful tips and tools from this unique collection. Written by game programming experts, each contribution provides a hands-on solution to a programming problem, or a creative method for reducing programming time and redundancy. Edited by Mark DeLoura, Editor-In-Chief of Game Developer magazine and a group of top-notch area editors, this collection covers the major topics needed to develop a state-of-the-art game engine and provides all new coverage of audio issues. From animation and artificial intelligence to Z-buffering, lighting calculations, weather effects, curved surfaces, audio tools, multi-player Internet gaming, music and sound effects, all of the major techniques needed to develop a competitive game engine are covered. All of the source code for each algorithm is included and can be used by advanced programmers immediately. For aspiring game programmers, the text for each algorithm explains the algorithm in detail, gives suggestions for beneficial modifications and optimizations, and includes references to related material. KEY FEATURES: * An all new collection of original tools for game programmers * New section on Audio tools and techniques * CD-ROM is packed with portable source code in C & C++; most of the techniques will work in OpenGL and Linux, however, there are some techniques which will only work on Windows/Xbox/DirectX.