Description |
xxx, 854 pages : illustrations ; 23 cm |
Contents |
Introduction -- Pt. I. Gameplay Programming -- Ch. 1. A Chronology of Game Programming -- Ch. 2. Game Architecture -- Ch. 3. Data Structures and Algorithms -- Ch. 4. Design Patterns -- Ch. 5. User Input -- Ch. 6. Fundamental Al Technologies -- Ch. 7. Action-Oriented Al -- Ch. 8. Tactical Al -- Ch. 9. Scripting -- Ch. 10. Network Programming -- Pt. II. Engine Programming -- Ch. 11. 2D Game Programming -- Ch. 12. 3D Pipeline Overview -- Ch. 13. Indoors Rendering -- Ch. 14. Outdoors Algorithms -- Ch. 15. Character Animation -- Ch. 16. Cinematography -- Ch. 17. Shading -- Ch. 18. Texture Mapping -- Ch. 19. Particle Systems -- Ch. 20. Organic Rendering -- Ch. 21. Procedural Techniques -- Ch. 22. Geometrical Algorithms -- Pt. III. Appendices -- App. A. Performance Tuning -- App. B. OpenGL -- App. C. Direct3D -- App. D. Some Math Involved -- App. E: Further Reading -- Index |
Notes |
Formerly CIP. Uk |
Bibliography |
Includes bibliographical references (pages [817]-825) index |
Subject |
Algorithms.
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|
Computer games -- Programming.
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LC no. |
2003107185 |
ISBN |
0131020099 paperback |
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