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	 Game Programming Gems 4 
	62 Articles, Edited by Andrew Kirmse, 2004.
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	 Section 1: General Programming 
 
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The Science of Debugging Games  |   
An HTML-Based Logging and Debugging System  |   
The Clock: Keeping Your Finger on the Pulse of the Game  |   
Desiging and Maintaining Large Cross-Platform Libraries  |   
Fight Memory Fragmentation with Templated Freelists  |   
A Generic Tree Container in C++  |   
The Beauty of Weak References and Null Objects  |   
A System for Managing Game Entities  |   
Address-Space Managed Dynamic Arrays for Windows and the Xbox  |   
Critically Damped Ease-In/Ease-Out Smoothing  |   
A Flexible, On-the-Fly Object Manager  |   
Using Custom RTTI Properties to Stream and Edit Objects  |   
Using XML without Sacrificing Speed  |   
 
 
 
	 Section 2: Mathematics 
 
Zobrist Hash Using Mersenne Twister  |   
Extracting Frustum and Camera Information  |   
Solving Accuracy Problems in Large World Coordinates  |   
Using the Covariance Matrix for Better-Fitting Bounding Objects  |   
The Jacobian Transpose Method for Inverse Kinematics  |   
 
 
 
	 Section 3: Physics 
 
Ten Fingers of Death: Algorithms for Combat Killing  |   
Vehicle Physics Simulation for CPU-Limited Systems  |   
Writing a Verlet-Based Physics Engine  |   
Constraints in Rigid Body Dynamics  |   
Fast Contact Reduction for Dynamics Simulation  |   
Interactive Water Surfaces  |   
Fast Deformations with Multilayered Physics  |   
Modal Analysis for Fast, Stable Deformation  |   
 
 
 
	 Section 4: Artificial Intelligence 
 
Third-Person Camera Navigation  |   
Narrative Combat: Using AI to Enhance Tension in an Action Game  |   
NPC Decision Making: Dealing with Randomness  |   
An Object-Oriented Utility-Based Decision Architecture  |   
A Distributed-Reasoning Voting Architecture  |   
Advanced Wall Building for RTS Games  |   
Artificial Neural Networks on Programmable Hardware  |   
 
 
 
	 Section 5: Graphics 
 
Poster Quality Screenshots  |   
GPU Shadow Volume Construction for Nonclosed Meshes  |   
Combined Depth and ID-Based Shadow Buffers  |   
Carving Static Shadows into Geometry  |   
Adjusting Real-Time Lighting for Shadow Volumes and Optimized Meshes  |   
Real-Time Halftoning: Fast and Simple Stylized Shading  |   
Techniques to Apply Team Colors to 3D Models  |   
Fast Sepia Tone Conversion  |   
Dynamic Gamma Using Sampled Scene Luminance  |   
Heat and Haze Post-Processing Effects  |   
Hardware Skinning with Quaternions  |   
Motion Capture Data Compression  |   
Fast Collision Detection for 3D Bones-Based Articulated Characters  |   
Terrain Occlusion Culling with Horizons  |   
 
 
 
	 Section 6: Network and Multiplayer 
 
General Lobby Design and Development  |   
Thousands of Clients per Server  |   
Efficient MMP Game State Storage  |   
Practical Application of Parallel-State Machines in a Client-Server Environment  |   
Bit Packing: A Network Compression Technique  |   
Time and Consistency Management for Multiserver-Based MMORPGs  |   
 
 
 
	 Section 7: Audio 
 
A Brief Introduction to OpenAL  |   
A Simple Real-Time Lip-Synching System  |   
Dynamic Variables and Audio Programming  |   
Creating an Audio Scripting System  |   
Implementing an Environmental Audio Solution Using EAX and ZoomFX  |   
Controlling Real-Time Sound Synthesis from Game Physics  |   
	
	
	 
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