Sunday, September 28, 2008

Algorithms and Networking for Computer Games




Product Description
Algorithms and Networking for Computer Games is an essential guide to solving the algorithmic and networking problems of modern commercial computer games, written from the perspective of a computer scientist. Combining algorithmic knowledge and game-related problems, the authors discuss all the common difficulties encountered in game programming.

The first part of the book tackles algorithmic problems by presenting how they can be solved practically. As well as "classical" topics such as random numbers, tournaments and game trees, the authors focus on how to find a path in, create the terrain of, and make decisions in the game world. Part two introduces networking related problems in computer games and focuses on three key questions: how to hide the inherent communication delay, how to utilize limited network resources, and how to cope with cheating.

Algorithms and Networking for Computer Games provides a comprehensive resource that offers deeper algorithmic insight into game programming and explains game-specific network considerations. Read on for...

  • Algorithmic solutions in pseudo code format, which not only emphasizes the idea behind the solution, but also can easily be written into the programming language of your choice.
  • A section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets and probabilistic reasoning.
  • In-depth treatment of network communication including dead reckoning, local perception filters and cheating prevention.
  • 51 ready-to-use algorithms and 178 illustrative exercises.

Algorithms and Networking for Computer Games is a must-read text for advanced undergraduate and graduate students on computer game-related courses, postgraduate researchers in game-related topics, and game developers interested in new approaches and the theoretical background to games.


Product Details

  • Hardcover: 286 pages
  • Publisher: Wiley; 1 edition (July 11, 2006)
  • Language: English
  • ISBN-10: 0470018127
  • ISBN-13: 978-0470018125
Link: http://rapidshare.com/files/146484254/John.Wiley.and.Sons.Algorithms.and.Networking.for.Computer.Games.Jul.2006.pdf

Amazon: http://www.amazon.com/Algorithms-Networking-Computer-Games-Jouni/dp/0470018127/ref=sr_1_1?ie=UTF8&s=books&qid=1222626373&sr=1-1

Game Programming Gem 1

Link: http://rapidshare.com/files/146483984/Game.Programming.Gems.pdf

Game Programming Gems 6



Editorial Reviews

Product Description
Welcome to the sixth volume of the Game Programming Gems series. With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized. This makes it important to have cutting-edge, ready-to-use material in your specialization, as well as resources that you can call upon if you need to work outside your area of expertise. Volume 6 has been explicitly designed with your current challenges in mind. With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. All of these capabilities require robust teams and longer schedules, so to help ensure that your games are still delivered on time and on budget, you’ll find 50 all new articles written by experts in game technology from many different backgrounds and over twenty countries. This volume also includes a brand new section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. So, whether you're a new game programmer starting out on this exciting path, a grizzled, industry veteran, or a most welcome visitor, we hope that you will find inspiration, insight, and at least one or two true gems to use in your world!

About the Author
Michael Dickheiser (Raleigh, NC) is a Software Engineer with over nine years experience in team-oriented projects within the computer game industry. He has been involved in all stages of development from conceptual design, technical design and documentation, to implementation, debugging, and formal testing.Dickheiser was most recently a Senior Engineer at Red Storm Entertainment and he is now Senior Computer Scientist at Applied Research Associates.

Product Details

  • Hardcover: 736 pages
  • Publisher: Charles River Media; 1 edition (March 7, 2006)
  • Language: English
  • ISBN-10: 1584504501
  • ISBN-13: 978-1584504504
Link: http://rapidshare.com/files/146479871/Game.Programming.Gems.6.pdf
Amazon: http://www.amazon.com/gp/product/1584504501/ref=dp_also-recommended_2?ie=UTF8&n=283155&s=books

Game Programming Gems 4 (Game Programming Gems Series)



Editorial Reviews

Product Description
Uncover the secrets of the game industry's best programmers with the newest volume of the Game Programming Gems series 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. 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!

About the Author
Andrew Kirmse (San Rafael, CA) was the co-inventor and director of Meridian 59 (1996), and the graphics programmer on Star Wars: Starfighter (2001). He has degrees in physics, mathematics, and computer science from Massachusetts Institute of Technology, and currently works for Lucas Arts Entertainment Company. He has contributed to all three volumes in the Game Programming Gems series, and served as the section editor for Network and Multiplayer Programming for Game Programming Gems 3.

Product Details

  • Hardcover: 744 pages
  • Publisher: Charles River Media; 1 edition (March 3, 2004)
  • Language: English
  • ISBN-10: 1584502959
  • ISBN-13: 978-1584502951
Link: http://rapidshare.com/files/146476116/Game.Programming.Gems.4.pdf
Amazon: http://www.amazon.com/gp/product/1584502959/ref=dp_also-recommended_1?ie=UTF8&n=283155&s=books

Game Programming Gems 3 (Game Programming Gems Series)



Editorial Reviews

Product Description
The journey continues with this ALL NEW volume in the Game Programming Gems series! As with the first two volumes, a dynamic group of some of the best game programmers in the industry have generously joined together to share their insights and techniques. Their ready-to-use ideas, tips, and solutions, will help save hours of programming time, prevent redundancy, and leave you with more time to add cutting-edge features to your own games. Covering all the key areas of game development, this invaluable resource delves deep into the problems often encountered by programmers, and provides practical, valid solutions. Each section is edited by an expert in the field to ensure that the ideas are original, accurate, and useful for a variety of game development projects. In addition to covering Mathematics, Graphics, General Programming, Audio, and Artificial Intelligence, Game Programming Gems 3 also includes an all new section on Network and Multiplayer games. This is a must-have reference, and series, for every game developer. If you are just getting started, this book offers a true cross-section of the challenges youíll face, and provides a variety of additional references to help you find all the resources you need to advance your skills and knowledge. If youíre an expert already, youíll find new ideas and techniques to help save plenty of valuable programming time.

About the Author
Dante Treglia is the lead software engineer at Nintendo of America's Software Development Support Group where he supports the Nintendo GameCube development community.

Product Details

  • Hardcover: 663 pages
  • Publisher: Charles River Media; 1 edition (July 25, 2002)
  • Language: English
  • ISBN-10: 1584502339
  • ISBN-13: 978-1584502333
Link: http://rapidshare.com/files/146472270/Game.Programming.Gems.3.pdf
Amazon: http://www.amazon.com/Game-Programming-Gems/dp/1584502339/ref=pd_sim_b_1

Game Programming Gems 2 (Game Programming Gems Series)



Editorial Reviews

Product Description
Blazing through the excitement generated by the first volume, Game Programming Gems II is here with an entirely new set of innovative ideas, techniques,and algorithms. Game developers of all levels will find insightful tips and tools from this unique collection.Written by game programming experts,each contribution provides a hands-on solution to a programming problem, or a creative method for reducing programming time and redundancy. Edited by Mark DeLoura,Editor-In-Chief of Game Developer magazine and a group of top-notch area editors,this collection covers the major topics needed to develop a state-of-the-art game engine and provides all new coverage of audio issues. From animation and artificial intelligence to Z-buffering, lighting calculations,weather effects, curved surfaces, audio tools,multiplayer Internet gaming, music and sound effects, all of the major techniques needed to develop a competitive game engine are covered. All of the source code for each algorithm is included and can be used by advanced programmers immediately.For aspiring game programmers,the text for each algorithm explains the algorithm in detail, gives suggestions for beneficial modifications and optimizations, and includes references to related material.

About the Author
Mark DeLoura is the creator and series editor of the Game Programming Gems series of books. In his role as Vice President of Technology for GreenScreen Interactive, Mark focuses on pushing the boundaries of technology for games and making great games more efficiently. Over his 15+ years in the games industry, Mark has served in a variety of technologyrelated roles at Nintendo, Sony, Ubisoft, Game Developer magazine, and as an independent consultant. He is an adamant believer in sharing and reusing technology, and he believes that everyone should be able to make games. He maintains a website at www.satori.org.

Link: http://rapidshare.com/files/146470937/Game.Programming.Gems.2.pdf
Amazon: http://www.amazon.com/Game-Programming-Gems/dp/1584500549/ref=sr_1_1?ie=UTF8&s=books&qid=1222625431&sr=1-1

Concrete Mathematics: A Foundation for Computer Science (1st) Edition)



Product Description
This book, updated and improved, introduces the mathematics that support advanced computer programming and the analysis of algorithms. The book's primary aim is to provide a solid and relevant base of mathematical skills. It is an indispensable text and reference for computer scientists and serious programmers in virtually every discipline.

From the Back Cover

This book introduces the mathematics that supports advanced computer programming and the analysis of algorithms. The primary aim of its well-known authors is to provide a solid and relevant base of mathematical skills - the skills needed to solve complex problems, to evaluate horrendous sums, and to discover subtle patterns in data. It is an indispensable text and reference not only for computer scientists - the authors themselves rely heavily on it! - but for serious users of mathematics in virtually every discipline.

Concrete Mathematics is a blending of CONtinuous and disCRETE mathematics. "More concretely," the authors explain, "it is the controlled manipulation of mathematical formulas, using a collection of techniques for solving problems." The subject matter is primarily an expansion of the Mathematical Preliminaries section in Knuth's classic Art of Computer Programming, but the style of presentation is more leisurely, and individual topics are covered more deeply. Several new topics have been added, and the most significant ideas have been traced to their historical roots. The book includes more than 500 exercises, divided into six categories. Complete answers are provided for all exercises, except research problems, making the book particularly valuable for self-study.

Major topics include:

  • Sums
  • Recurrences
  • Integer functions
  • Elementary number theory
  • Binomial coefficients
  • Generating functions
  • Discrete probability
  • Asymptotic methods

This second edition includes important new material about mechanical summation. In response to the widespread use of the first edition as a reference book, the bibliography and index have also been expanded, and additional nontrivial improvements can be found on almost every page. Readers will appreciate the informal style of Concrete Mathematics. Particularly enjoyable are the marginal graffiti contributed by students who have taken courses based on this material. The authors want to convey not only the importance of the techniques presented, but some of the fun in learning and using them.

Link: http://rapidshare.com/files/146466250/Concrete_Mathematics_-_Graham-Knuth-Patashnik.pdf

Amazon: http://www.amazon.com/Concrete-Mathematics-Foundation-Computer-Science/dp/0201558025/ref=sr_1_1?ie=UTF8&s=books&qid=1222625068&sr=1-1

3D Math Primer for Graphics and Game Development (Wordware Game Math Library)



Editorial Reviews

Book Description
This book covers fundamental 3D math concepts that are especially useful for computer game developers and programmers.

About the Author
Fletcher Dunn is the principal programmer at Terminal Reality, where he has worked on Nocturne and 4x4 Evolution and is currently lead programmer for BloodRayne. He has developed games for Windows, Mac, Dreamcast, Playstation II, Xbox, and GameCube.

Ian Parberry is a professor of computer science at the University of North Texas and is internationally recognized as one of the top academics teaching computer game programming with DirectX. He is also the author of Learn Computer Game Programming with DirectX 7.0 and Introduction to Computer Game Programming with DirectX 8.0.


Book Details

  • Paperback: 476 pages
  • Publisher: Wordware Publishing, Inc. (June 25, 2002)
  • Language: English
  • ISBN-10: 1556229119
  • ISBN-13: 978-1556229114
Link: http://rapidshare.com/files/146465001/Wordware_-_3D_Math_Primer_for_Graphics_and_Game_Development_-_2002.pdf
Amazon: http://www.amazon.com/Primer-Graphics-Development-Wordware-Library/dp/1556229119/ref=sr_1_1?ie=UTF8&s=books&qid=1222624382&sr=1-1

Physics for Game Developers [ILLUSTRATED]



Aimed at the game developer or student/hobbyist interested in physics, Physics for Game Developers reviews all the math for creating realistic motion and collisions for cars, airplanes, boats, projectiles, and other objects along with C/C++ code for Windows. While this authoritative guide isn't for the math-averse, the author's clear presentation and obvious enthusiasm for his subject help make this book a compelling choice for anyone faced with adding realistic motion to computer games or simulations.

It's the clear, mathematical presentation here that makes this title a winner. Starting with the basics of Newtonian mechanics, the author covers all the basic equations needed to understand velocity, acceleration, kinematics, and kinetics, among other concepts. A knowledge of college math (including calculus) is assumed. (Appendices review the basics of matrix and quaternion mathematics for those needing a refresher.)

Central to this book is its presentation of modeling projectiles, airplanes, ships, and cars. The author first presents essential mathematical concepts for each kind of object (for instance, pitch, yaw and roll, and lift for airplanes; modeling fluid drag for ships; and braking behavior for cars). For many chapters, Bourg then presents Windows-based DirectX programs in C++ to illustrate key concepts. For example, you can experiment with different parameters to view a cannonball's path. (On their own, these programs make this book a great companion text to any advanced high school or college physics course since students can see the effect of each variable on the behavior of each body in motion for a variety of equations.)

Modeling collisions is a central concern here (a necessity, of course, for action games). To this end, the author provides collision detection and the mathematics of 3-D rigid bodies for simulating when bodies collide. As the sample programs get more involved, the author discusses techniques of tuning parameters for performance. A standout chapter here models a fluttering flag using particle systems.

In all, this text proves that physics and computers are a perfect match. The author's patient and clear mathematical investigations of common formulas and concepts can add realistic motion to any computer game, as well as help teach essential concepts to any student or hobbyist who's interested in physics and doesn't mind a little college-level math. --Richard Dragan

Topics covered: Mathematical formulas and sample C/C++ code for physics for simulations and games, basic concepts in physics, Newton's Laws of Motion, coordinate systems and vectors; mass, center of mass and moment of inertia; kinematics (velocity and acceleration), constant and nonconstant acceleration, 2-D and 3-D particle kinematics, rigid body kinematics, angular velocity and acceleration, force (force fields and friction, fluid dynamic drag, buoyancy, springs and dampers, torque), 2-D, 3-D, and rigid body kinetics; collisions (impulse-momentum, impact, linear, and angular impulse), projectiles (simple trajectories, drag, the Magnus Effect, variable mass), simulating aircraft (geometry, lift and drag, controls), simulating ships (flotation, volume, resistance, and virtual mass), simulating hovercraft and cars (including stopping distance and banking during turns), basic real-time simulations (integrating equations of motion, including Euler's Method), 2-D rigid body simulator, implementing collision response (including angular effects), rigid body rotation (rotation matrices and quaternions), 3-D rigid body simulator for an airplane (including flight controls and rendering), multiple bodies in 3-D (including implementing collisions), particle systems, reference tutorials for vector, matrix, and quaternion mathematical operations.

Product Description
Colliding billiard balls. Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics, you can realistically model nearly everything in games that bounces around, flies, rolls, slides, or isn't sitting still, to create compelling, believable content for computer games, simulations, and animation. Physics for Game Developers serves as the starting point for those who want to enrich games with physics-based realism. Part one is a mechanics primer that reviews basic concepts and addresses aspects of rigid body dynamics, including kinematics, force, and kinetics. Part two applies these concepts to specific real-world problems, such as projectiles, boats, airplanes, and cars. Part three introduces real-time simulations and shows how they apply to computer games. Many specific game elements stand to benefit from the use of real physics, including:

  • The trajectory of rockets and missiles, including the effects of fuel burn off
  • The collision of objects such as billiard balls
  • The stability of cars racing around tight curves
  • The dynamics of boats and other waterborne vehicles
  • The flight path of a baseball after being struck by a bat
  • The flight characteristics of airplanes
You don't need to be a physics expert to learn from Physics for Game Developers, but the author does assume you know basic college-level classical physics. You should also be proficient in trigonometry, vector and matrix math (reference formulas and identities are included in the appendixes), and college-level calculus, including integration and differentiation of explicit functions. Although the thrust of the book involves physics principles and algorithms, it should be noted that the examples are written in standard C and use Windows API functions.

  • Pages: 336 pages
  • Publisher: O'Reilly Media, Inc.; 1st edition (November 15, 2001)
  • Language: English
  • ISBN-10: 0596000065
  • ISBN-13: 978-0596000066
Link: http://rapidshare.com/files/146463914/Physics_for_Game_Developers_-_David_M._Bourg.pdf

Amazon: http://www.amazon.com/Physics-Game-Developers-David-Bourg/dp/0596000065/ref=sr_1_1?ie=UTF8&s=books&qid=1222624093&sr=1-1

Physically Based Rendering : From Theory to Implementation

Physics Modeling for Game Programmers



Book Description
Programmers who want to include 3D math and physics in a game have to wade through physics textbooks and dreary tomes on linear algebra and group theory, only to find that the material is too abstract to be used directly in their games. This book gives readers the skills they want and need to incorporate real physics into their games. As they work through the book, they will constantly develop tools, demos, and working games. The highly graphical demos ensure that instead of just reading about how to calculate the trajectory of a projectile, the reader will actually see a canon firing rounds toward the front lines. From the successful Game Development series, this book thoroughly addresses the specific needs of game developers.

Book Details

  • Pages: 544 pages
  • Publisher: Course Technology PTR; 1 edition (August 12, 2004)
  • Language: English
  • ISBN-10: 1592000932
  • ISBN-13: 978-1592000937
Link: http://rapidshare.com/files/146458772/Course.Tech.PTR.Physics.Modeling.for.Game.Programmers.pdf

Amazon: http://www.amazon.com/Physics-Modeling-Programmers-David-Conger/dp/1592000932/ref=sr_1_1?ie=UTF8&s=books&qid=1222622861&sr=1-1

Curves and Surfaces for Computer Graphics



Review

From the reviews of the first edition:

"The book gives an introduction to curve and surface representation and modelling techniques that are used in the related fields of geometric modelling, computer aided geometric design (CAGD), and computer graphics. It mainly introduces newcomers to these domains as well as those interested in the mathematical background of graphics applications. It is written in a mathematically very accessible style … . Historical remarks, citations from the literature adapted to the context as well as numerous examples contribute to a pleasant and readable style." (Gudrun Albrecht, Mathematical Reviews, 2006 i)

"This book is concerned with the computation of surfaces. … The book also deals with curves … . after reading and understanding a topic, the reader should be able to design and implement the concepts discussed. … The notions are clearly introduced and are ... illustrated by figures and examples. … The book has many examples, which are important for a better understanding of the presented concepts … . Many exercises are sprinkled throughout the text. " (Marian Ioan Munteanu, Zentralblatt MATH, Vol. 1083, 2006)



Book Description

Computer graphics is important in many areas including engineering design, architecture, education, and computer art and animation. This book examines a wide array of current methods used in creating real-looking objects in the computer, one of the main aims of computer graphics.

Key features:

* Good foundational mathematical introduction to curves and surfaces; no advanced math required

* Topics organized by different interpolation/approximation techniques, each technique providing useful information about curves and surfaces

* Exposition motivated by numerous examples and exercises sprinkled throughout, aiding the reader

* Includes a gallery of color images, Mathematica code listings, and sections on curves & surfaces by refinement and on sweep surfaces

* Web site maintained and updated by the author, providing readers with errata and auxiliary material

This engaging text is geared to a broad and general readership of computer science/architecture engineers using computer graphics to design objects, programmers for computer gamemakers, applied mathematicians, and students majoring in computer graphics and its applications. It may be used in a classroom setting or as a general reference.


Book Details

  • Pages: 460 pages
  • Publisher: Springer; 1 edition (September 8, 2005)
  • Language: English
  • ISBN-10: 0387241965
  • ISBN-13: 978-0387241968
Link: http://rapidshare.com/files/146459152/Curves_and_Surfaces_for_Computer_Graphics_.pdf

Amazon: http://www.amazon.com/Curves-Surfaces-Computer-Graphics-Salomon/dp/0387241965/ref=pd_bbs_sr_1?ie=UTF8&s=books&qid=1222622245&sr=8-1