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	|   |   | Game Programming Gems 562 Articles, Edited by Kim Pallister, 2005.
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 Section 1: General Programming
 
 
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Context-Sensitive HUDs for Editors | 
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Parsing Text Data in Games | 
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Component Based Object Management | 
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Using Templates for Reflection in C++ | 
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Sphere Trees for Speedy BSPs | 
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Large-Scale Stack-Based State Machines | 
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CSG Construction Using BSP Trees | 
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Improving Freelists with Policy Based Design | 
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A Real-Time Remote Debug Message Logger | 
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A Transparent Class Saving and Loading Trick | 
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An Effective Cache-Oblivious Implementation of the ABT Tree | 
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Visual Design of State Machines | 
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A Generic Component Library | 
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Choose Your Path - A Menu System | 
 
 
 
 Section 2: Mathematics
 
 
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Using Geometric Algebra for Computer Graphics | 
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Minimal Acceleration Hermite Curves | 
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Spline-Based Time Control for Animation | 
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Faster Quaternion Interpolation Using Approximations | 
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Minimax Numerical Approximation | 
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Oblique View Frustums for Mirrors and Portals | 
 
 
 
 Section 3: Artificial Intelligence
 
 
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Automatic Cover Finding with Navigation Meshes | 
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Fast Target Ranking Using an Artificial Potential Field | 
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Using Lanchester Attrition Models to Predict the Results of Combat | 
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Implementing Practical Planning for Game AI | 
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Optimizing a Decision Tree Query Algorithm for Multithreaded Architectures | 
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Parallel AI Development with PVM | 
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Advanced Pathfinding with Minimal Replanning Cost: Dynamic A Star (D*) | 
 
 
 
 Section 4: Physics
 
 
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Back of the Envelope Aerodynamics for Game Physics | 
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Dynamic Grass Simulation and Other Natural Effects | 
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Realistic Cloth Animation Using the Mass-Spring Method | 
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Practical Animation of Soft Bodies for Game Development: The Pressurized Soft-Body Model | 
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Adding Life to Ragdoll Simulation Using Feedback Control Systems | 
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Designing a Prescripted Physics System | 
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Prescripted Physics: Techniques and Applications | 
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Realistic Camera Movement in a 3D Car Simulator | 
 
 
 
 Section 5: Graphics
 
 
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Realistic Cloud Rendering on Modern GPUs | 
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Let It Snow, Let It Snow, Let It Snow (and Rain) | 
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Widgets: Rendering Fast and Persistent Foliage | 
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2.5 Dimensional Impostors for Realistic Trees and Forrests | 
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Gridless Controllable Fire | 
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Powerful Explosion Effects Using Billboard Particles | 
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A Simple Method for Rendering Gemstones | 
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Volumetric Post-Processing | 
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Procedural Level Generation | 
 
 
 
 Section 6: Network and Multiplayer
 
 
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Keeping a Massively Multiplayer Online Game Massive, Online, and Persistent | 
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Implementing a Seamless World Server | 
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Designing a Vulgarity Filtering System | 
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Fast and Efficient Implementation of a Remote Procedure Call System | 
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Overcoming Network Address Translation in Peer-to-Peer Communications | 
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A Reliable Messaging Protocol | 
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Safe Random Number Systems | 
 
 
 
 Section 7: Audio
 
 
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Multithreaded Audio Programming Techniques | 
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Sound Management by Group | 
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Using 3D Surfaces as Audio Emitters | 
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Fast Environmental Reverb Based on Feedback Delay Networks | 
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Introduction to Single-Speaker Speech Recognition | 
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