Adam Lake, Adam Martin, Andrew Kirmse, Bert Freudenberg, Bill Budge, Borut Pfeifer, Carsten Dachsbacher, Carl S. Marshall, Carsten Dachsbacher, Chris Corry, Chris Oat, Dave McCoy, David Etherton, Don Stoner, Eddie Edwards, Frank Luchs, Frederic My, George Drettakis, Glenn Fiedler, Graham Rhodes, Greg Seegert, James Boer, James F. O'Brien, Jay Lee, Jerry Tessendorf, Jim Hejl, Jim Van Verth, Joe Valenzuela, John Hancock, John M. Olsen, John M. Olsen, John Smith, Jonathan Blow, Jonathan Stone, Karén Pivazyan, Kurt Pelzer, Larry Shi, Maic Masuch, Marco Spoerl, Marcin Pancewicz, Mario Grimani, Mark DeLoura, Mark T. Price, Marwan Y. Ansari, Matt Pritchard, Matthew Harmon, Michael Dougherty, Nadia Magnenat-Thalmann, Natalya Tatarchuk, Nick Porcino, Noel Llopis, Oliver Heim, Paul Bragiel, Paul Glinker, Paul Tozour, Pete Isensee, Peter Freese, Pierre Terdiman, Roger Smith, Russ Smith, Scott Velasquez, Shekhar Dhupelia, Søren Hannibal, Steve Rabin, Tao Zhang, Thomas Di Giacomo, Thomas Lowe, Thomas Rolfes, Thomas Strothotte, Toby Jones, Waldemar Celes, Warrick Buchanan
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. And 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!
PUBLICATION DETAILS
LANGUAGE | BINDING | EDITION | ISBN | YEAR | PAGES |
English | Hardcover | 9781584502951 | 2004 | 703 |
TAGS
Authors: #AdamLake #AdamMartin #AndrewKirmse #BertFreudenberg #BillBudge #BorutPfeifer #CarstenDachsbacher #CarlSMarshall #CarstenDachsbacher #ChrisCorry #ChrisOat #DaveMcCoy #DavidEtherton #DonStoner #EddieEdwards #FrankLuchs #FredericMy #GeorgeDrettakis #GlennFiedler #GrahamRhodes #GregSeegert #JamesBoer #JamesFOBrien #JayLee #JerryTessendorf #JimHejl #JimVanVerth #JoeValenzuela #JohnHancock #JohnMOlsen #JohnMOlsen #JohnSmith #JonathanBlow #JonathanStone #KarénPivazyan #KurtPelzer #LarryShi #MaicMasuch #MarcoSpoerl #MarcinPancewicz #MarioGrimani #MarkDeLoura #MarkTPrice #MarwanYAnsari #MattPritchard #MatthewHarmon #MichaelDougherty #NadiaMagnenatThalmann #NatalyaTatarchuk #NickPorcino #NoelLlopis #OliverHeim #PaulBragiel #PaulGlinker #PaulTozour #PeteIsensee #PeterFreese #PierreTerdiman #RogerSmith #RussSmith #ScottVelasquez #ShekharDhupelia #SørenHannibal #SteveRabin #TaoZhang #ThomasDiGiacomo #ThomasLowe #ThomasRolfes #ThomasStrothotte #TobyJones #WaldemarCeles #WarrickBuchanan
Publishers: #CengageLearning (Cengage Learning) #CharlesRiverMedia (Charles River Media)
Languages: #English
Format: #Hardcover
Accessibility: N/A
Year: #Year2004
Genres: #Bundle #Coding #GameDesign
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Misc:
#COURSETechnology (COURSE Technology)
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