Book description
To even try to keep pace with the rapid evolution of game development, you need a strong foundation in core programming techniques-not a hefty volume on one narrow topic or one that devotes itself to API-specific implementations. Finally, there's a guide that delivers! As a professor at the Spanish university that offered that country's first master's degree in video game creation, author Daniel Sanchez-Crespo recognizes that there's a core programming curriculum every game designer should be well versed in-and he's outlined it in these pages! By focusing on time-tested coding techniques-and providing code samples that use C++, and the OpenGL and DirectX APIs-Daniel has produced a guide whose shelf life will extend long beyond the latest industry trend. Code design, data structures, design patterns, AI, scripting engines, 3D pipelines, texture mapping, and more: They're all covered here-in clear, coherent fashion and with a focus on the essentials that will have you referring back to this volume for years to come.
Table of contents
- Copyright
- About the Author
- About the Technical Reviewer
- Acknowledgments
- Tell Us What You Think
- Introduction
- 1. A Chronology of Game Programming
- 2. Game Architecture
- 3. Data Structures and Algorithms
- 4. Design Patterns
- 5. User Input
- 6. Fundamental AI Technologies
- 7. Action-Oriented AI
- 8. Tactical AI
- 9. Scripting
- 10. Network Programming
- 11. 2D Game Programming
- 12. 3D Pipeline Overview
- 13. Indoors Rendering
- 14. Outdoors Algorithms
- 15. Character Animation
- 16. Cinematography
- 17. Shading
- 18. Texture Mapping
- 19. Particle Systems
- 20. Organic Rendering
- 21. Procedural Techniques
- 22. Geometrical Algorithms
- A. Performance Tuning
- B. OpenGL
- C. Direct3D
- D. Some Math Involved
-
E. Further Reading
-
- Chapter 1: Chronology of Game Programming
- Chapter 2: Game Architecture
- Chapter 3: Data Structures and Algorithms
- Chapter 4: Design Patterns
- Chapter 5: User Input
- Chapters 6, 7, and 8: Fundamental AI Technologies, Action-Oriented AI, and Tactical AI
- Chapter 9: Scripting
- Chapter 10: Network Programming
- Chapter 11: 2D Programming
- Chapter 12: 3D Pipeline Overview
- Chapter 13: Indoors Rendering
- Chapter 14: Outdoors Algorithms
- Chapter 15: Character Animation
- Chapter 16: Cinematography
- Chapter 17: Shading
- Chapter 18: Texture Mapping
- Chapter 19: Particle Systems
- Chapter 20: Organic Rendering
- Chapter 21: Procedural Techniques
- Chapter 22: Geometrical Algorithms
- Appendix A: Performance Tuning
- Appendix B: OpenGL
- Appendix C: Direct3D
- Appendix D: Some Math Involved
-
Product information
- Title: Core Techniques and Algorithms in Game Programming
- Author(s):
- Release date: September 2003
- Publisher(s): New Riders
- ISBN: 9780131020092
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