Message from Dean - May 8th 2007
I am currently testing out a new version of the APF Bridge Component - If you notice any errors within this demo store please drop me a line.
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Binding: Hardcover
Dewey Decimal Number: 794.80285
EAN: 9781584502951
Edition: 1
ISBN: 1584502959
Label: Charles River Media
Manufacturer: Charles River Media
Number Of Items: 1
Number Of Pages: 744
Publication Date: March 03, 2004
Publisher: Charles River Media
Studio: Charles River Media
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Editorial Review:
Product Description: Uncover the secrets of the game industrys 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 todays amazing games, these articles not only provide quick solutions to cutting-edge problems, but they provide insights that youll return to again and again. Theyll 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 programmers library!
Section Editors: Chris Corry, General Programming Jonathan Blow, Mathematics Graham Rhodes, Physics Paul Tozour, Artificial Intelligence Alex Vlachos, Graphics Pete Isensee, Network & Multiplayer Eddie Edwards, Audio
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 The CD-ROM is packed with source code and listings from the book and demos to compliment the articles. Windows demos were compiled using Microsoft Visual C++ 6.0 (.dsw files) or Microsoft Visual C++ 7.0 (.sln files). OpenGL utility Toolkit (GLUT v3.7.6), Suns J2SE, and Microsoft DirectX 9 SDK are also included.
System Requirements Windows®: Intel® Pentium® series, AMD Athlon or newer processor, Windows® 98 (64MB RAM) or Windows® 2000 (128MB RAM) or later required. 3D graphics card recommended for optimal performance. DirectX® 9 and GLUT 3.7 or newer are also required. For Linux systems you will also need the Linux kernel 2.4.x or later, XFree86 4.0, and OpenGL driver, glibc 2.1 or newer. Mesa can be used in place of 3D hardware support.
CONTRIBUTORS Marwan Y. Ansari Jonathan Blow James Boer Paul Bragiel Warrick Buchanan Bill Budge Waldemar Celes Chris Corry Carsten Dachsbacher Mark DeLoura Shekhar Dhupelia Thomas Di Giacomo Michael Dougherty George Drettakis Eddie Edwards David Etherton Glenn Fiedler Peter Freese Bert Freudenberg Paul Glinker Mario Grimani John Hancock Søren Hannibal Matthew Harmon Oliver Heim Jim Hejl Pete Isensee Toby Jones Andrew Kirmse Adam Lake Jay Lee Noel Llopis Thomas Lowe Frank Luchs Nadia Magnenat-Thalmann Carl S. Marshall Adam Martin Maic Masuch Dave McCoy Ádám Moravánszky Frederic My Chris Oat James F. O'Brien John M. Olsen Marcin Pancewicz Kurt Pelzer Borut Pfeifer Karén Pivazyan Nick Porcino Mark T. Price Matt Pritchard Justin Quimby Steve Rabin Graham Rhodes Thomas Rolfes Greg Seegert Larry Shi Jake Simpson Roger Smith Russ Smith Marco Spoerl Marc Stamminger Jonathan Stone Don Stoner Thomas Strothotte Natalya Tatarchuk Pierre Terdiman Jerry Tessendorf Paul Tozour Joe Valenzuela Jim Van Verth Scott Velasquez Alex Vlachos Tao Zhang
Average Rating: 
Rating: -
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 ... Read More
Rating: -
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.
Rating: -
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.
Rating: -
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.
Rating: -
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, ... Read More
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