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INTRODUCTION TO GAME DEVELOPMENT 

Table of Contents:

  • Part 1. Critical game studies. A brief history of video games / Robert T. Bakie ; Games and society / Robert T. Bakie
  • Pt. 2. Game design. Game design / Isaac Barry ; Game writing and interactive storytelling / Leslie Stirling
  • Pt. 3. Game programming: languages and architecture. Teams and processes / Noel Llopis ; C++, Java, and scripting languages / Noel Llopis ; Programming fundamentals / Noel Llopis ; Architecture / Noel Llopis ; Memory and I/O systems / Noel Llopis ; Debugging game / Steve Rabin
  • Pt. 4. Game programming: math, collision detection, and physics. Mathematical concepts / Eric Lengrel ; Collision detection and resolutlon / Steve Rabin and Bretton Wade ; Real-time game physics / Graham Rhodes
  • Pt. 5. Game programming: graphics, animation, AI, audio, and networking. Graphics / Tom Forsyth ; Character animation / Tom Forsyth ; Artificial intelligence: agents, architecture, and techniques / Steve Rabin ; Artificial intelligence: pathfindIng overview / Syrus Mesdaghi ; Audio programming / James Boer ; Networking and multiplayer / Chuck Walters.
  • Part 6. Audio Visual design and production. Visual design / Mark Peasley ; 3D modeling / David Johnson ; 3D environments / Jeff Selbig ; 2D Textures and texture mapping / Tito Pagan ; Special effects / David Johnson ; Lighting / Peter Lewis ; Animation / Tito Pagan ; Cinematography / Peter Lewis ; Audio design and production / Tommy Tallarico and Todd M. Fay
  • Pt. 7. Game production and the business of games. Game production and project management / Tom Sloper ; Game industry roles and economics / Kathy Schoback ; The publisher-developer relationship / Ed Bartlett ; Marketing / Sue Bohle ; Intellectual property content, law, and practice / Stephen Rubin ; Content regulation / Stephen Rubin.

Games Programming Gems

Section 1 Programming

1.0 The Magic of Data-Driven Design
1.1 Object-Oriented Programming and Design Techniques
1.2 Fast Math Using Template Metaprogramming
1.3 An Automatic Singleton Utility
1.4 Using the STL in Game Programming
1.5 A Generic Function-Binding Interface
1.6 A Generic Handle-Based Resource Manager
1.7 Resource and Memory Management
1.8 Fast Data Load Trick
1.9 Frame-Based Memory Allocation
1.10 Simple, Fast Bit Arrays
1.11 A Network Protocol for Online Games
1.12 Squeezing More Out of Assert
1.13 Stats: Real-Time Statistics and In-Game Debugging
1.14 Real-Time In-Game Profiling

Section 2 Mathematics

2.0 Predictable Random Numbers
2.1 Interpolation Methods
2.2 Integrating the Equations of Rigid Body Motion
2.3 Polynomial Approximations to Trigonometric Functions
2.4 Using Implicit Euler Integration for Numerical Stability
2.5 Wavelets: Theory and Compression
2.6 Interactive Simulation of Water Surfaces
2.7 Quaternions for Game Programming
2.8 Matrix-Quaternion Conversions
2.9 Interpolating Quaternions
2.10 The Shortest Arc Quaternion

Section 3 Artificial Intelligence

3.0 Designing a General Robust AI Engine
3.1 A Finite-State Machine Class
3.2 Game Trees
3.3 The Basics of A* for Path Planning
3.4 A* Aesthetic Optimizations
3.5 A* Speed Optimizations
3.6 Simplified 3D Movement and Pathfinding Using Navigation Meshes
3.7 Flocking: A Simple Technique for Simulating Group Behavior
3.8 Fuzzy Logic for Video Games
3.9 A Neural-Net Primer

Section 4 Polygonal Techniques

4.0 Optimizing Vertex Submissions for OpenGL
4.1 Tweaking A Vertex’s Projected Depth Value
4.2 The Vector Camera
4.3 Camera Control Techniques
4.4 A Fast Cylinder-Frustum Intersection Test
4.5 3D Collision Detection
4.6 Multi-Resolution Maps for Interaction Detection
4.7 Computing the Distance into a Sector
4.8 Object Occlusion Culling
4.9 Never Let ‘Em See You Pop – Issues in Geometric Level of Detail Selection
4.10 Octree Construction
4.11 Loose Octrees
4.12 View-Independent Progressive Meshing
4.13 Interpolated 3D Keyframe Animation
4.14 A Fast and Simple Skinning Techniques
4.15 Filling the Gaps – Advanced Animation Using Stitching and Skinning
4.16 Real-Time Realistic Terrain Generation
4.17 Fractal Terrain Generation – Fault Formation
4.18 Fractal Terrain Generation – Midpoint Displacement
4.19 Fractal Terrain Generation – Particle Deposition

Section 5 Pixel Effects

5.0 2D Lens Flare
5.1 Using 3D Hardware for 2D Sprite Effects
5.2 Motif-Based Static Lighting
5.3 Simulated Real-Time Lighting Using Vertex Color Interpolation
5.4 Attenuation Maps
5.5 Advanced Texturing Using Texture Coordinate Generation
5.6 Hardware Bump Mapping
5.7 Ground-Plane Shadows
5.8 Real-Time Shadows on Complex Objects
5.9 Improving Environment-Mapped Reflection Using Glossy Prefiltering and the Fresnel Term
5.10 Convincing-Looking Glass for Games
5.11 Refraction Mapping for Liquids in Containers

 

Introduction to Game AI

1. Introduction: Game AI and How to Use This Book. 2. Simple Hard-Coded AI. 3. Finite State Machines. 4. Rule-Based AI. 5. Introduction to Random and Probabilistic Decisions. 6. Look-ahead, the First Step of Planning. 7. Book of Moves. 8. Emergent Behaviors. 9. Topics to Pursue From Here.