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


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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.




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.




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.




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.




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.




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.




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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