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GAME PROGRAMMING GEMS 6

James Boer, Arjan Egges, Arnau Ramisa, Aurelio Reis, Ben St. John, Blake Madden, Charles Nicholson, Chris Joslin, Chris Lomont, Chun Che Fung Diego Garcés, Curtiss Murphy, David L. Koenig, Dominic Filion, Enric Marti, Enric Vergara, Erin Catto, Frank Luna, Frank Puig Placeres, Frank Luchs, Gabriyel Wong, Harald Vistnes, Hugo Pinto, HyungSeok Kim, Jianliang Wang, Jörn Loviscach, Julien Hamaide, Kok-Wai Wong, Larry Shi, Luis Otavio Álvares, Luiz Henrique de Figueiredo, Marq Singer, Martin Fleisz, Matthew W. Campbell, Michael Ramsey, Mukesh Dalal, Nadia Magnenat-Thalmann, Noel Llopis, Octavian Marius Chincisan, Palem Gopalakrishna, Pete Isensee, Peter A. Smith, Roberto Ierusalimschy, Roger Smith, Sébastien Schertenleib, Steve Rabin, Stephane Garchery, Takashi Amada, Thomas Di Giacomo, Toby Jones, Viknashvaran Narayanasamy, Waldemar Celes, Yongha Kim



 



Welcome to the sixth volume of the Game Programming Gems series. With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized. This makes it important to have cutting-edge, ready-to-use material in your specialization, as well as resources that you can call upon if you need to work outside your area of expertise. Volume 6 has been explicitly designed with your current challenges in mind.


With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. All of these capabilities require robust teams and longer schedules, so to help ensure that your games are still delivered on time and on budget, you'll find 50 all new articles written by experts in game technology from many different backgrounds and over twenty countries. This volume also includes a brand new section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop.


So, whether you're a new game programmer starting out on this exciting path, a grizzled, industry veteran, or a most welcome visitor, we hope that you will find inspiration, insight, and at least one or two true gems to use in your world!


HIGHLIGHTS

  • Teaches advanced AI techniques for creating cognitive models for computer- controlled characters

  • Includes the latest pixel shader and GPU programming techniques

  • Discusses unit testing and fingerprinting

  • Covers all key development areas-General Programming, Artificial Intelligence, Mathematics & Physics, Graphics, Networking & Multiplayer, Audio, and Scripting & Data-Driven Systems

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Hardcover


9781584504504

2006

695

 

TAGS


Publishers: #CengageLearning (Cengage Learning) #CharlesRiverMedia (Charles River Media)

Languages: #English

Format: #Hardcover

Accessibility: N/A

Year: #Year2006


Companies:

N/A


Public Figures:

N/A


Games:

N/A


Misc:

#COURSETechnology (COURSE Technology)

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