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Game Programming Gems 5

62 Articles, Edited by Kim Pallister.

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  • Section 1: General Programming

    Context-Sensitive HUDs for Editors

    Adam Martin (Grex Games)
    Game Programming Gems 5

    Parsing Text Data in Games

    Aurelio Reis
    Game Programming Gems 5

    Component Based Object Management

    Bjarne Rene (Circle Studio ltd)
    Game Programming Gems 5

    Using Templates for Reflection in C++

    Dominic Filion (Artificial Mind & Movement)
    Game Programming Gems 5

    Sphere Trees for Speedy BSPs

    Dominic Filion (Artificial Mind & Movement)
    Game Programming Gems 5

    Improved Frustum Culling

    Frank Puig Placeres
    Game Programming Gems 5

    Generic Pager

    Ignacio Incera Cruz
    Game Programming Gems 5

    Large-Scale Stack-Based State Machines

    James Boer
    Game Programming Gems 5

    CSG Construction Using BSP Trees

    Octavian Marius Chincisan
    Game Programming Gems 5

    Building Lua into Games

    Matthew Harmen (eV Interative Corporation)
    Game Programming Gems 5

    Improving Freelists with Policy Based Design

    Nathan Mefford
    Game Programming Gems 5

    A Real-Time Remote Debug Message Logger

    Patrick Duquette (Microids Canada Inc)
    Game Programming Gems 5

    A Transparent Class Saving and Loading Trick

    Patrick Meehan
    Game Programming Gems 5

    An Effective Cache-Oblivious Implementation of the ABT Tree

    Sebastien Schertenleib (Swiss Federal Institute of Technology, Virtual Reality Lab)
    Game Programming Gems 5

    Visual Design of State Machines

    Scott Jacobs
    Game Programming Gems 5

    A Generic Component Library

    Warrick Buchanan
    Game Programming Gems 5

    Choose Your Path - A Menu System

    Wendy Jones
    Game Programming Gems 5




    Section 2: Mathematics

    Using Geometric Algebra for Computer Graphics

    Chris Lomont
    Game Programming Gems 5

    Minimal Acceleration Hermite Curves

    Tony Barrera, Anders Hast, Ewert Bengtsson
    Game Programming Gems 5

    Spline-Based Time Control for Animation

    James Van Verth (Red Storm Entertainment)
    Game Programming Gems 5

    Faster Quaternion Interpolation Using Approximations

    Andy Thomason
    Game Programming Gems 5

    Minimax Numerical Approximation

    Christopher Tremblay
    Game Programming Gems 5

    Oblique View Frustums for Mirrors and Portals

    Eric Lengyel (Naughty Dog)
    Game Programming Gems 5




    Section 3: Artificial Intelligence

    Automatic Cover Finding with Navigation Meshes

    Borut Pfeifer (Radical Entertainment)
    Game Programming Gems 5

    Fast Target Ranking Using an Artificial Potential Field

    Markus Breyer (Factor 5)
    Game Programming Gems 5

    Using Lanchester Attrition Models to Predict the Results of Combat

    John Bolton (Page 44 Studios)
    Game Programming Gems 5

    Implementing Practical Planning for Game AI

    Jamie Cheng (Relic Entertainment), Finnegan Southey (University of Alberta, Computer Science)
    Game Programming Gems 5

    Optimizing a Decision Tree Query Algorithm for Multithreaded Architectures

    Chuck DeSylva (Intel Corporation)
    Game Programming Gems 5

    Parallel AI Development with PVM

    Michael Ramsey (2015 Inc)
    Game Programming Gems 5

    Beyond A*

    Mario Grimani (Xtreme Strategy Games), Matthew Titelbaum (Monolith Productions)
    Game Programming Gems 5

    Advanced Pathfinding with Minimal Replanning Cost: Dynamic A Star (D*)

    Marco Tombesi
    Game Programming Gems 5




    Section 4: Physics

    Back of the Envelope Aerodynamics for Game Physics

    Graham Rhodes (Applied Research Associates Inc)
    Game Programming Gems 5

    Dynamic Grass Simulation and Other Natural Effects

    Rishi Ramraj (University of Waterloo)
    Game Programming Gems 5

    Realistic Cloth Animation Using the Mass-Spring Method

    Juan M. Cordero (Universidad de Sevilla)
    Game Programming Gems 5

    Practical Animation of Soft Bodies for Game Development: The Pressurized Soft-Body Model

    Maciej Matyka (Univesity of Wrocyaw)
    Game Programming Gems 5

    Adding Life to Ragdoll Simulation Using Feedback Control Systems

    Michael Mandel (Apple Computer)
    Game Programming Gems 5

    Designing a Prescripted Physics System

    Daniel Higgins (Stainless Steel Studios)
    Game Programming Gems 5

    Prescripted Physics: Techniques and Applications

    Shawn Shoemaker
    Game Programming Gems 5

    Realistic Camera Movement in a 3D Car Simulator

    Barnabas Aszodi, Szabolcs Czuczor (Budapest University of Technology, Conputer Graphics Group)
    Game Programming Gems 5




    Section 5: Graphics

    Realistic Cloud Rendering on Modern GPUs

    Jean-Francois Dube (Ubisoft)
    Game Programming Gems 5

    Let It Snow, Let It Snow, Let It Snow (and Rain)

    Niniane Wang (Google), Bretton Wade (Microsoft)
    Game Programming Gems 5

    Widgets: Rendering Fast and Persistent Foliage

    Martin Brownlow
    Game Programming Gems 5

    2.5 Dimensional Impostors for Realistic Trees and Forrests

    Gabor Szijarto (Technical University of Budapest)
    Game Programming Gems 5

    Gridless Controllable Fire

    Neeharika Adabala, Charles Hughes (University of Central Florida)
    Game Programming Gems 5

    Powerful Explosion Effects Using Billboard Particles

    Steve Rabin (Nintendo of America Inc)
    Game Programming Gems 5

    A Simple Method for Rendering Gemstones

    Thorsten Scheuermann (ATI Research)
    Game Programming Gems 5

    Volumetric Post-Processing

    Dominic Filion (Artificial Mind & Movement), Syvain Boisse (Motorola)
    Game Programming Gems 5

    Procedural Level Generation

    Timothy Roden and Ian Parberry (University of North Texas)
    Game Programming Gems 5

    Recombinant Shaders

    Dominic Filion (Artificial Mind & Movement)
    Game Programming Gems 5




    Section 6: Network and Multiplayer

    Keeping a Massively Multiplayer Online Game Massive, Online, and Persistent

    Shea Street (Tantrum Games)
    Game Programming Gems 5

    Implementing a Seamless World Server

    Patrick Duquette (Ubisoft)
    Game Programming Gems 5

    Designing a Vulgarity Filtering System

    Shekhar Dhupelia
    Game Programming Gems 5

    Fast and Efficient Implementation of a Remote Procedure Call System

    Hyun-jik Bae
    Game Programming Gems 5

    Overcoming Network Address Translation in Peer-to-Peer Communications

    Jon Watte
    Game Programming Gems 5

    A Reliable Messaging Protocol

    Martin Brownlow
    Game Programming Gems 5

    Safe Random Number Systems

    Shekhar Dhupelia
    Game Programming Gems 5

    Secure by Design

    Adam Martin (Grex Games)
    Game Programming Gems 5




    Section 7: Audio

    Multithreaded Audio Programming Techniques

    James Boer (Amaze Entertainment)
    Game Programming Gems 5

    Sound Management by Group

    Matthew Harmen (eV Interactive Corporation)
    Game Programming Gems 5

    Using 3D Surfaces as Audio Emitters

    Sami Hamlaoui
    Game Programming Gems 5

    Fast Environmental Reverb Based on Feedback Delay Networks

    Christian Schuler (Phenomic Game Development)
    Game Programming Gems 5

    Introduction to Single-Speaker Speech Recognition

    Julien Hamaide
    Game Programming Gems 5

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