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![]() | Game Programming Gems 4 (Game Programming Gems Series) (Game Programming Gems Series) by Andrew Kirmse ISBN-10: 9781584502951 ISBN-10: 1-58450-295-9 ISBN-13: 9781584502951 ISBN-13: 978-1-58450-295-1 Hardcover 2004-03-03 Charles River Media Find Lowest Price | |
Editorials | ||
Product Description Uncover the secrets of the game industry’s best programmers with the newest volume of the Game Programming Gems series. With over 60 all new techniques, Game Programming Gems 4 continues to be the definitive resource for developers. Written by expert game developers who make today’s amazing games, these articles not only provide quick solutions to cutting-edge problems, but they provide insights that you’ll return to again and again. They’ll spark your creativity and inspire your own discoveries. For the past few years, the game industry has been on an incredible journey of exploration and innovation. In conjunction with this journey, the scope of the Game Programming Gems series has broadened as well. With the variety of new platforms available, coverage has been expanded to include alternative languages and third party APIs. Most code is written in C++, but some interpreted languages (Java and Python) are also represented. The graphics articles make use of OpenGL, DirectX, and the various available shader languages. Volume 4 also includes an all new physics section that teaches innovative techniques for implementing real-time physics that will help you create emergent gameplay. To make searching between all four volumes of the series easy and efficient, we have added a cumulative index. This new volume is a definite must-have resource for every game programmer’s library! Section Editors: Section Highlights: General Programming: the science of debugging games, large cross-platform libraries, generic tree container in C++, weak references and null objects, system for managing game entities Mathematics: using the Mersenne Twister, extracting frustum and camera information, solving accuracy problems in large world coordinates, using the covariance matrix for better fitting bounding objects Physics (New): algorithms for combat killing, vehicle physics simulation for CPU-limited systems, constraints in rigid body dynamics, interactive water surfaces Artificial Intelligence: third-person camera navigation, using AI to enhance dramatic tension, NPC decision making, distributed-reasoning voting architecture Graphics: GPU shadow volume construction for non-closed meshes, perspective shadow maps, shadow buffers, motion capture data compression, terrain occlusion culling with horizons Network & Multiplayer: efficient MMP game state storage, application of parallel-state machines in a client-server environment, bit packing, time and consistency management for multi-server based MMORPGs Audio: introduction to OpenAL, real-time lip synching, dynamic variables and audio programming, controlling real-time sound synthesis from game physics On The CD-ROM System Requirements CONTRIBUTORS | ||
Reviews | ||
True Gems of Programming Wisdom Intended for the intermediate to advanced game programmer, this is a book that will literally have something for everyone. It contains sixty-two 'gems' that is, articles on how to some particular aspect of game programming. Sophisticated game programming is probably the most complex programming there is. And this book goes into some pretty sophisticated programming details. It is written by a collection of the best in the business today. For instance: 3.1 - Ten Fingers of Deaty: Algorithms for Combat Killing 5.11 - Heat and Haze Post-Processing Effects 7.2 - A Simple Real-Time Lip-Synching System There is no question that the main driving force for faster computers is to make for more realistic gaming. And the faster computers allow more sophisticated programming to be done to make the grass wave realistically. This is probably not a book you're going to sit down and read from cover to cover. You'll probably scan through and read the ones that are applicable to just what you need to do next. But then in a couple of weeks, in a couple of months.... | ||
A "must-have" compendium Featuring contributions from expert, professional game developers, Game Programming Gems 4 is an in-depth and recommended reference and resource filled cover to cover with essays, each covering everything from general programming and debugging to mathematics, physics, aritifical intelligence issues, graphics, network and multiplayer concerns, audio, and so much more. Game Programming Gems 4 is not a standard instructional textbook; rather, it is a supplementary guide packed with the latest cutting-edge insights to creating quality games - most code is written in C++, but some Java and Python are also represented. A "must-have" compendium of insight, discoveries, tips, tricks, and techniques for every serious game programmer's library. An accompanying Windows CD-ROM contains source code, listings, and demos to complement the articles and essays. | ||
A Great Resource to add to your collection This book contains a lot of really useful tidbits that are helpful to anyone in the game programming or simulation fields. It should be on everyones shelf as a reference. | ||
Good book but overpriced The original games gems was a really good book, but I found Game Gems 2 and 3 to be less cutting edge and common knowledge topics. Games Gems 4 is back to covering cutting edge ideas and topics. Games Gems is kind of like a recipe book with all kinds of little coding ideas/tricks. I will say that some of them I have not seen anywhere else. I was most impressed with the articles about shadows. My biggest complaint other than price is that I would have like to see more of the articles have both OpenGL and DirectX source code. This book is geared toward intermediate to advanced level programmers. The retail price of $70.00 is really high for a book even if it is a hardcover. | ||
Good addition to the series The latest in this series of highly successful books delivers 60 new articles covering diverse game development topics. Once again, the articles are written by an impressive group of people that collectively represent a substantial amount of game industry experience. The writing style and editing is very good, as usual, with a professional but casual tone, making the articles easy to read. Although all of the topics are relevant to game development, because they are typically very narrow in scope, your mileage will vary depending on what exactly you're working on. This is true for the entire series. It's likely that you won't be reading the book cover to cover, but rather a handful of chapters here and there as you need them. This fourth volume is particularly useful in that respect because it includes a comprehensive index of the first 4 volumes Another noteworthy change is the addition of a physics section. Given how important physics has become in game development, this is a welcome addition. It's also interesting to see a couple of chapters that use Python and Java (though only one for each) for the sample code, rather than the C++ used for most of the chapters. DirectX is used for much of the sample code, with OpenGL being used in a few of the graphics chapters. This volume does have a few shortcomings, which again are typical for the series. Due to the length of the articles (about 5 to 15 pages each), some of them were a bit too short to cover the topic with sufficient depth. This is pretty subjective, since many people may be satisfied with a more high-level explanation, but it seems to me that the series would be better served with a smaller number of slightly longer articles that go into greater depth. I also think that the price of the book is rather high. True, it's hardbound, but similar books have been published (notably, GPU Gems, which is hardbound, the same length, and printed in full-color) with notably lower prices. Since the book covers such a broad range of topic areas - only a handful of which will be of interest to you - the value of this book is diminished somewhat. Despite the price, this book is still an important part of any complete game programming library. If you have the previous volumes, you'll want to pick it up for the index if nothing else. | ||