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Game programming gems 5

Author: Kim Pallister
Publisher: Hingham, Mass. : Charles River Media, ©2005.
Edition/Format:   Print book : CD for computer : Document   Computer File : English : 1st ed
Summary:
Accompanying CD-ROM contains ... "source code and listings from the book and demos to compliment [sic] the articles."--Page 4 of cover.
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Material Type: Document, Internet resource
Document Type: Book, Computer File, Internet Resource
All Authors / Contributors: Kim Pallister
ISBN: 1584503521 9781584503521
OCLC Number: 57001500
Description: xxxviii, 791 pages : illustrations (some color) ; 25 cm + 1 CD-ROM (4 3/4 in.)
Details: System requirements: Intel Pentium-series Althon or newer processor recommended; 64 to 128MB RAM; Windows XP, Windows 2000, or Linux kernel 2.4x or later; 3D graphics card; DirectX 9 and GLUT 3.7 (for Windows), XFree86 4.0, GLUT 3.7, OpenGL driver, glibc 2.1 (for Linux).
Contents: Secure by Design --
Minimal Acceleration Hermite Curves --
Fast Quaternion Blending without Trig Functions --
Overlapped IO --
Tokenizer Creation and Usage in Games --
Realistic Camera Movement in 3D Car Simulator --
Component Based Object Management --
Automatic Cover Finding with Navigation Meshes --
Using Geometric Algebra to Derive Algorithms --
A Fast and Quite Nice Digital Reverbenator --
Decision Tree Optimization Paths --
Fake-Physics --
Using Templates to Provide Reflection in C++ --
Octrees for Speedy BSPs --
Recombinant Shaders --
Volumetric Post-Processing --
Oblique View Frustums for Mirrors and Portals --
Improving Frustum --
Dimension Impostors for Realistic Trees and Forests --
Back-of-the-Envelope Aerodynamics for Game Physics Systems --
More Back of the Envelope Aerodynamics for Game Physics --
Introduction to Single-Speaker Speech Recognition --
Generic Pager --
Large-Scale Stack-Based State Machines --
LOD: It's Not Just for Graphics Anymore --
Determining Arbitrary UV Coordinates --
City Artifical Inteligence With Cellular Automation --
Spline-Based Time Control for Animation --
Using Lanchester Attrition to Evalute the Results of Combat in Games --
Overcoming Network Address Translation in Peer-to-Peer Communications --
Realistic Cloth Animation using the Mass-Spring Model --
Designing Diplomacy AI for Strategy Games --
Efficient Texture Management --
Practical Animation of Soft Bodies for Games Development --
Dynamic A* --
Beyond A* --
CSG using BSP Trees --
Target Prioritization Using a 3D Potential Field --
Widgets: Rendering Fast and Persistent Ground Cover --
A Reliable Messaging Protocal --
A Lightweight Framework for Embedding Lua in Real-Time Games --
A Simple Variable Registry --
Advanced AI Framework Development with a Parallel Virtual Machine (PVM) --
Improving Freelist Allocators with a Policy Based Design --
Gridless Controllable Fire --
Let It Snow, Let It Snow, Let It Snow (and Rain) --
Remote Debug Console --
Seamless World Server --
Transparent Class Saving and Loading Trick --
Dynamic Grass Simulation and Other Natural Effects --
alculating Radiosity Lightmaps on GPU Using Floating Point Textures.
Other Titles: Game programming gems five
Responsibility: edited by Kim Pallister.
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Abstract:

Accompanying CD-ROM contains ... "source code and listings from the book and demos to compliment [sic] the articles."--Page 4 of cover.

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