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Game Programming Gems, w. CD-ROM (GAME PROGRAMMING GEMS SERIES) Gebundene Ausgabe – 1. August 2000
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- Seitenzahl der Print-Ausgabe614 Seiten
- SpracheEnglisch
- HerausgeberCharles River Media
- Erscheinungstermin1. August 2000
- Abmessungen19.69 x 3.81 x 24.13 cm
- ISBN-101584500492
- ISBN-13978-1584500490
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Produktbeschreibungen
Amazon.de
The guiding principle in this book is to publish the best available tips for game programming; most of these fit into 10 pages or fewer. But don't let the efficient presentation fool you; almost every one of these tips will be invaluable to any serious game developer.
Early sections concentrate on techniques for creating more maintainable, faster code. A guide to using scripts for data-driven game modules and techniques teaches you better resource management (like using handles). A quick-start tutorial to the Standard Template Library (STL) will help you learn how to use these fast collection classes in your code right away. Several contributors show off strategies for better game debugging and profiling--there's even a set of classes that can provide onscreen feedback during testing.
The mathematical underpinnings that are required to do leading-edge 3-D graphics processing--including the use of quaternions, instead of matrices, in certain calculations--also are discussed. (One section looks at simulating water surfaces.) And artificial intelligence (AI) techniques for games--like Finite State Machines (FSMs), fuzzy logic, and neural networks--are explained. (The extremely cool flocking algorithms, which will let you add the behavior of birds or fish to your next game level, are especially appealing.)
Over 20 techniques for doing work with polygons (a staple of representing 3-D virtual worlds) are laid out, too. You'll learn a variety of important concepts, such as collision detection, working with key frames, better skinning for character animation, and realistic terrain generation (including fractals). A discussion of pixel effects, with some cutting-edge ways to add more realistic lighting and shadows to your games, closes the discussion. (One of the more exciting sections shows you how to simulate glass objects within 3-D scenes.)
With its leading-edge material on the algorithms that are used by the competition, Game Programming Gems will be a virtual must-read for anyone who works in the game industry. With code samples that are geared to OpenGL and that should run on both Windows and Linux, this book will help developers hone their game-programming skills. --Richard Dragan
Topics covered:
- Tips and strategies for game developers
- Data-driven design and scripting languages
- Object-oriented design primer
- Using Visual C++ templates for faster math calculations
- Resource-management techniques (Singleton patterns, resource handles, and tips for fast data loads)
- The C++ Standard Template Library (STL) for games
- Bit arrays
- Network protocols for online games
- Using asserts and profiling for games
- Random numbers
- Interpolation methods
- Equations for rigid body motion
- Using polynomial approximations for trig functions
- Implicit Euler integration
- Wavelets
- Simulating water surfaces
- Quaternion vs. matrix calculations
- Artificial-intelligence (AI) techniques for gamers
- Sending messages
- Finite State Machines (FSMs)
- Game trees
- Pathing strategies (including A* and 3-D pathing solutions)
- Flocking algorithms
- Introduction to fuzzy logic and neural networks
- Techniques for faster graphics with polygons (and 3-D fundamentals)
- Loading vertices faster into OpenGL
- The vector camera
- Camera-control strategies
- 3-D collision detection
- Multiresolution maps
- Distance calculation
- Object occlusion
- Working with octrees
- Interpolating between 3-D keyframes
- Skinning techniques
- Terrain-generation algorithms (including fractals)
- 2-D lens flare
- 2-D sprite effects with 3-D hardware
- Techniques for more realistic lighting
- Shadows and texturing
- Simulating glass and liquids in games
Produktinformation
- Herausgeber : Charles River Media (1. August 2000)
- Sprache : Englisch
- Gebundene Ausgabe : 614 Seiten
- ISBN-10 : 1584500492
- ISBN-13 : 978-1584500490
- Abmessungen : 19.69 x 3.81 x 24.13 cm
- Amazon Bestseller-Rang: Nr. 1,495,237 in Bücher (Siehe Top 100 in Bücher)
- Nr. 949 in Spieleprogrammierung
- Nr. 15,993 in IT-Ausbildung & IT-Berufe
- Nr. 21,395 in Spiele (Bücher)
- Kundenrezensionen:
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Die Game Gems beinhalten immer Artikel zu verschiedenen Themen wie Programmierung, Mathematik, KI, etc. Das ist ja prinzipiell ganz schön, aber auf der anderen Seite ist dies auch der einzige Punkt, der mir nicht gefällt. Viele Programmierer haben einen eigenen Schwerpunkt, bei mir ist das KI. Die meisten Artikel über Programmoptimierung, 3D oder Mathematik sind für mich uninteressant. Besonders auch, weil ich nicht in C irgendwas arbeite, und fast alle Programmoptimierungen zielen genau auf C und lassen sich eher selten auf andere Sprachen übertragen.
Ich bin daher sehr glücklich mit AI Game Programming Wisdom, ein Buch das sich ausschliesslich (m)einem Bereich widmet. Entsprechend würde ich mir im Rahmen der Game Programming Bücher auch eher wünschen ein Buch für jeden Bereich zu haben, und nicht 5 Bücher mit ein paar Artikeln für verschiedene Bereiche.
Und selbst wenn ich halt die Hälfte des Buches nur überblättere, so ist es trotzdem von Qualität und Inhalt alle Sterne wert, die man vergeben kann. Es ist immer noch ein absolutes Einzelstück, man wird keine vergleichbaren Bücher finden, die soviel Spezialwissen zusammentragen. Lediglich Online Manazine können da mithalten, weil dort halt auch die Spezialisten ihre Artikel schreiben.
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The first section of the book discusses object-oriented design and often refers to "design patterns". Since I hadn't heard of them, and programmed my own way, there was much to learn. This is where the book's references help. If you aren't an expert at c++ programming, I suggest you read the references, namely "Effective c++", "More Effective c++" (both by Scott Meyers), and also the book on design patterns mentioned: "Design Patterns" by Gamma et. al. To make the most of the STL section, you could do with a book on STL also.
The chapter on bit-arrays is especially good for compression and decompression code, preventing you from having to perform tricky bit operations. The profiling section is good because it shows how to profile with your own code, rather than relying on having a compiler to profile for you. That's just two example chapters in this section.
The second section of the book is about Maths. To me, the articles are too complex given how short they are. To understand them, you need university-level Maths and understand summing notation, vectors, matrices, differentiation, and integrals. I've only done First Year university Maths, and found myself out of my depth in this section.
The third section is about Artificial Intelligence. This section covers finite state machines (useful in any game), game trees (used by the computer opponent to defeat the human player in games such as chess and checkers), as well as search techniques, how to make enemies flock, and fuzzy logic.
The fourth section is about polygonal techniques, which are mainly used for 3D games. The book's code for 3D games is written with OpenGL in mind. I am mostly interested in 2D game design, so I haven't read all the chapters of this section. But there's an interesting chapter that shows you how to generate smooth curves given a set of control points. This is great for making an enemy move along a curve rather than in a straight line, so you can apply it to 2D game design.
The final section has a chapter on using 3D hardware for 2D sprite effects (with OpenGL). This is exactly what I needed to know. It was my favourite article because it solved my immediate problem, the answer to which I couldn't find after exhaustive web searches. This book isn't just for 3D game creation; it shows how to use OpenGL for 2D games. This way you can get the benefits of sprite scaling and rotation in a 2D game.
The accompanying CD has the full source code to the articles, which is required because many chapters only contain code snippets with the text.
Overall, this is a great book. It is big and comprehensive. It's better than a single-author book because you're not stuck in his particular mindset. Plus you can pick up the book and quickly read a chapter, and it's usually not necessary to read the chapters in order. The disadvantage is that some of the chapters may not interest you, but there's plenty that will interest you, as the book has a large number of articles, and the book size is 600 pages. The book is well-balanced in that it doesn't contain too much theory, nor too little, and it contains practical examples and utilities that you can readily use.
Anyone with c++ knowledge and an interest in programming games should buy this book. If your c++ skills aren't too sharp, you will want to buy some of the referenced books.
I look forward to reading the other books in the series.