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Game Programming Gems 4
62 Articles, Edited by Andrew Kirmse, 2004.


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  • Section 1: General Programming

    The Science of Debugging Games

    Steve Rabin (Nintendo of America Inc)
    Game Programming Gems 4, 2004.

    An HTML-Based Logging and Debugging System

    James Boer (Amaze Entertainment)
    Game Programming Gems 4, 2004.

    The Clock: Keeping Your Finger on the Pulse of the Game

    Noel Llopis (Day 1 Studios)
    Game Programming Gems 4, 2004.

    Desiging and Maintaining Large Cross-Platform Libraries

    David Etherton (Rockstar San Diego)
    Game Programming Gems 4, 2004.

    Fight Memory Fragmentation with Templated Freelists

    Paul Glinker (Rockstar Games Toronto)
    Game Programming Gems 4, 2004.

    A Generic Tree Container in C++

    Bill Budge (Electronic Arts)
    Game Programming Gems 4, 2004.

    The Beauty of Weak References and Null Objects

    Noel Llopis (Day 1 Studios)
    Game Programming Gems 4, 2004.

    A System for Managing Game Entities

    Matthew Harmon (eV Interactive Corporation)
    Game Programming Gems 4, 2004.

    Address-Space Managed Dynamic Arrays for Windows and the Xbox

    Matt Pritchard (Ensemble Studios)
    Game Programming Gems 4, 2004.

    Critically Damped Ease-In/Ease-Out Smoothing

    Thomas Lowe (Krome Studios)
    Game Programming Gems 4, 2004.

    A Flexible, On-the-Fly Object Manager

    Natalya Tatarchuk (ATI Research)
    Game Programming Gems 4, 2004.

    Using Custom RTTI Properties to Stream and Edit Objects

    Frederic My
    Game Programming Gems 4, 2004.

    Using XML without Sacrificing Speed

    Mark T. Price (Sudden Presence / Phobia Lab)
    Game Programming Gems 4, 2004.




    Section 2: Mathematics

    Zobrist Hash Using Mersenne Twister

    Toby Jones (Human Head Studios)
    Game Programming Gems 4, 2004.

    Extracting Frustum and Camera Information

    Waldemar Celes (Computer Science Department, PUC-Rio)
    Game Programming Gems 4, 2004.

    Solving Accuracy Problems in Large World Coordinates

    Peter Freese (NCsoft Core Technology Group)
    Game Programming Gems 4, 2004.

    Nonuniform Splines

    Thomas Lowe (Krome Studios)
    Game Programming Gems 4, 2004.

    Using the Covariance Matrix for Better-Fitting Bounding Objects

    Jim Van Verth (Red Storm Entertainment)
    Game Programming Gems 4, 2004.

    The Jacobian Transpose Method for Inverse Kinematics

    Marco Spoerl (KMW)
    Game Programming Gems 4, 2004.




    Section 3: Physics

    Ten Fingers of Death: Algorithms for Combat Killing

    Roger Smith, Don Stoner (Titan Corporation)
    Game Programming Gems 4, 2004.

    Vehicle Physics Simulation for CPU-Limited Systems

    Marcin Pancewicz (Infinite Dreams), Paul Bragiel (Paragon Five)
    Game Programming Gems 4, 2004.

    Writing a Verlet-Based Physics Engine

    Nick Porcino (LucasArts)
    Game Programming Gems 4, 2004.

    Constraints in Rigid Body Dynamics

    Russ Smith (Open Dynamics Engine)
    Game Programming Gems 4, 2004.

    Fast Contact Reduction for Dynamics Simulation

    Adam Moravanszky, Pierre Terdiman (NovodeX AG)
    Game Programming Gems 4, 2004.

    Interactive Water Surfaces

    Jerry Tessendorf (Rhythm and Hues Studios)
    Game Programming Gems 4, 2004.

    Fast Deformations with Multilayered Physics

    Thomas Di Giacomo, Nadia Magnenat-Thalmann (MIRALab, CUI, University of Geneva)
    Game Programming Gems 4, 2004.

    Modal Analysis for Fast, Stable Deformation

    James F. O'Brian (University of California, Berkeley)
    Game Programming Gems 4, 2004.




    Section 4: Artificial Intelligence

    Third-Person Camera Navigation

    Jonathan Stone (Double Fine Productions)
    Game Programming Gems 4, 2004.

    Narrative Combat: Using AI to Enhance Tension in an Action Game

    Borut Pfeifer (Radical Entertainment)
    Game Programming Gems 4, 2004.

    NPC Decision Making: Dealing with Randomness

    Karen Pivazyan (Stanford University)
    Game Programming Gems 4, 2004.

    An Object-Oriented Utility-Based Decision Architecture

    John Hancock (LucasArts)
    Game Programming Gems 4, 2004.

    A Distributed-Reasoning Voting Architecture

    John Hancock (LucasArts)
    Game Programming Gems 4, 2004.

    Attractors and Repulsors

    John M. Olsen (Microsoft)
    Game Programming Gems 4, 2004.

    Advanced Wall Building for RTS Games

    Mario Grimani (Sony Online Entertainment)
    Game Programming Gems 4, 2004.

    Artificial Neural Networks on Programmable Hardware

    Thomas Rolfes
    Game Programming Gems 4, 2004.




    Section 5: Graphics

    Poster Quality Screenshots

    Steve Rabin (Nintendo of America Inc)
    Game Programming Gems 4, 2004.

    GPU Shadow Volume Construction for Nonclosed Meshes

    Warrick Buchanan
    Game Programming Gems 4, 2004.

    Perspective Shadow Maps

    Marc Stamminger , George Drettakis, Carsten Dachsbacher
    Game Programming Gems 4, 2004.

    Combined Depth and ID-Based Shadow Buffers

    Kurt Pelzer (Piranha Bytes)
    Game Programming Gems 4, 2004.

    Carving Static Shadows into Geometry

    Alex Vlachos (ATI Research)
    Game Programming Gems 4, 2004.

    Adjusting Real-Time Lighting for Shadow Volumes and Optimized Meshes

    Alex Vlachos, Chris Oat (ATI Research)
    Game Programming Gems 4, 2004.

    Real-Time Halftoning: Fast and Simple Stylized Shading

    Bert Freudenberg, Maic Masuch, Thomas Strothotte (University of Magdeburg)
    Game Programming Gems 4, 2004.

    Techniques to Apply Team Colors to 3D Models

    Greg Seegert (Stainless Steel Studios)
    Game Programming Gems 4, 2004.

    Fast Sepia Tone Conversion

    Marwan Y. Ansari (ATI Research)
    Game Programming Gems 4, 2004.

    Dynamic Gamma Using Sampled Scene Luminance

    Michael Dougherty, Dave McCoy
    Game Programming Gems 4, 2004.

    Heat and Haze Post-Processing Effects

    Chris Oat, Natalya Tatarchuck (ATI Research)
    Game Programming Gems 4, 2004.

    Hardware Skinning with Quaternions

    Jim Hejl (Electronic Arts Tiburon)
    Game Programming Gems 4, 2004.

    Motion Capture Data Compression

    Soren Hannibal (Shiny Entertainment)
    Game Programming Gems 4, 2004.

    Fast Collision Detection for 3D Bones-Based Articulated Characters

    Oliver Heim, Carl S. Marshall, Adam Lake (Intel Corporation)
    Game Programming Gems 4, 2004.

    Terrain Occlusion Culling with Horizons

    Glenn Fiedler (Irrational Games)
    Game Programming Gems 4, 2004.




    Section 6: Network and Multiplayer

    General Lobby Design and Development

    Shekhar Dhupelia (Midway)
    Game Programming Gems 4, 2004.

    Thousands of Clients per Server

    Adam Martin (Grex Games)
    Game Programming Gems 4, 2004.

    Efficient MMP Game State Storage

    Justin Quimby (Turbine Entertainment Software)
    Game Programming Gems 4, 2004.

    Practical Application of Parallel-State Machines in a Client-Server Environment

    Jay Lee, (NCsoft Corporation)
    Game Programming Gems 4, 2004.

    Bit Packing: A Network Compression Technique

    Pete Isensee (Microsoft Corporation)
    Game Programming Gems 4, 2004.

    Time and Consistency Management for Multiserver-Based MMORPGs

    Larry Shi, Tao Zhang (Georgia Institute of Technology)
    Game Programming Gems 4, 2004.




    Section 7: Audio

    A Brief Introduction to OpenAL

    Joe Valenzuela (Treyarch)
    Game Programming Gems 4, 2004.

    A Simple Real-Time Lip-Synching System

    Jake Simpson (Maxis)
    Game Programming Gems 4, 2004.

    Dynamic Variables and Audio Programming

    James Boer (Amaze Entertainment)
    Game Programming Gems 4, 2004.

    Creating an Audio Scripting System

    Borut Pfeifer (Radical Entertainment)
    Game Programming Gems 4, 2004.

    Implementing an Environmental Audio Solution Using EAX and ZoomFX

    Scott Velasquez (Gearbox Software)
    Game Programming Gems 4, 2004.

    Controlling Real-Time Sound Synthesis from Game Physics

    Frank Luchs (Visiomedia Software Corporation)
    Game Programming Gems 4, 2004.

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