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Advanced graphics game programming下载
资源介绍
gamasutra 游戏编程文集
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Implementing modular HLSL with RenderMonkey 1
Animation with Cg 17
Building an AI sensory system 41
Enabling complex character animations 49
What designers need to know about physics 59
Contact physics 63
Advanced character physics 71
Creating an event-driven cinematic camera, part II 87
Creating an event-driven cinematic camera, part I 94
Action-based discretization for AI search 103
The mechanics of robust stencil shadows 117
Distributing object state for networked games 142
Integrating a commercial physics engine 150
A non-integer power function on the pixel shader 160
Fast occlusion culling for outdoors environments 181
B閦ier triangles and n-patches 192
A real time procedural universe, part III 200
Complex matrix transformations 207
Social activities : implementing wittgenstein 217
Incredibly dense meshes 226
3D pathfinding 235
Dynamic LOD terrain rendering 247
Collision detection between circles or spheres 254
Tiled terrain 268
Exploring spring models 275
Volumetric rendering in real time 295
Deep-water animation and rendering 306
Terrain reasoning for 3D action games 330
Using Max script for building game levels 345
A real time procedural universe, part II 354
Animating 3D characters in real time games 363
Game engine with reproducible behavior 371
Facial animation in The Getaway 378
Image compression with vector quantization 390
Network programming in AOE 402
Toward more realistic pathfinding 414
BSP collision detection as in MDK2 and NWN 440
Cyberspace in the 21st century : scalability 449
Four tricks for fast blurring in soft- and hard- ware 465
Using AI to bring open-city racing to life 477
What your mother never told you... 489
Automating the build process 497
Refractive texture mapping, part II 509
3D engines for games : a broader perspective 518
Building your own subdivision surfaces 529
Profiling, data analysis, scalability and magic numbers, part II 541
Spherical env-mapping using texture matrices 552
Profiling, data analysis, scalabilty and magic numbers, part I 560
Inside Direct3D : stencil buffers 572
From a game development perspective 584
How to hurt the hackers : internet cheating 591
How computer chess can improve your pathfinding 603
Building an advanced particle system 615
Using groupings for networked gaming 625
More AI in less processor time : 'egocentric' AI 631
Implementing curved surface geometry 641
When the blobs go marching two by two 654
Physics on the back of a cocktail napkin 660
Half-Life and TeamFortress networking 668
Trials and tribulations of tribology 679
Creating procedural objects in 3DSMax 686
Implementing subdivision surface theory 702
Subdivision surface theory 712
Read my lips : facial animation techniques 724
Real-time LOD terrain rendering with ROAM 731
Advanced collision detection techniques 745
Real-time cloth animation 753
A case for code review 758
Continuous LOD terrain meshing using adaptive quadtrees 770
2D surface deformation 782
Lone game developper battles physics simulator 795
Collision response : bouncy, trouncy, fun 801
Simultaneous cross-platform game development 807
AI for games and animation : a cognitive modeling approach 813
Building scalable 3D games for the PC 833
Using NURBS surfaces in real-time applications 841
Rendering to texture surfaces using DirectX 7 855