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Game Programming Algorithms and Techniques.pdf

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  • 开发语言:Others
  • 实例大小:10.01M
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  • 发布时间:2020-07-12
  • 实例类别:一般编程问题
  • 发 布 人:robot666
  • 文件格式:.pdf
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实例介绍

【实例简介】
《游戏编程: 算法和技术》的英文原版,非扫描
This page intentionally left blank Game Programming Algorithms and echniques A Platform-Agnostic Approach Sanjay Madhav Addison-Wesley Upper Saddle river,NJ· Boston· Indianapolis· San francisco New york· Toronto· Montreal· London· Munich· Paris Madrid Capetown· Sydney· Tokyo· Singapore Mexico City Many of the designations used by manufacturers and sellers to distinguish their Editor-in-Chief products are claimed as trademarks. Where those designations appear in this book Mark Taub and the publisher was aware of a trademark claim the designations have been printed with initial capital letters or in all capitals Executive edito Laura lewin The author and publisher have taken care in the preparation of this book but make no expressed or implied warranty of any kind and assume no responsibility for errors Development Editor or omissions. No liability is assumed for incidental or consequential damages in Chris zahn connection with or arising out of the use of the information or programs contained herein Managing Editor Kristy Hart For information about buying this title in bulk quantities, or for special sales opportunities(which may include electronic versions; custom cover designs; and Project Edito content particular to your business, training goals, marketing focus, or branding Elaine wiley interests), please contact our corporate sales department at corpsalesopearsoned Copy Editor com or(800)382-3419 Bart Reed For government sales inquiries, please contact governmentsales@pearsoned com Indexer For questions about sales outside the U.S., please contact internationalapearsoned WordWise publishing services Proofreader Visit us on the web informit com/ay Jess degabriele Library of Congress Control Number: 2013950628 Technical reviewe Copyright@ 2014 Pearson Education, Inc. Alexander boczar All rights reserved. Printed in the United States of America. This publication is Dustin Darcy protected by copyright, and permission must be obtained from the publisher prior Jeff wofford to any prohibited reproduction, storage in a retrieval system, or transmission in any Editorial Assistant orm or by any means, electronic, mechanical, photocopying, recording, or likewise Olivia Basegio To obtain permission to use material from this work, please submit a written request to Pearson Education, Inc, Permissions Department, One Lake Street, Upper Saddle Cover Designer 07458, or you may fax your request to(201)236-3290 Chuti Prasersith Screenshot from Jetpack Joyride @2011 Halfbrick Studios. Used with permission Compositor Screenshot from Jazz Jackrabbit 2 @1998 Epic Games, Inc. Used with permission Nonie ratcliff Screenshot from Quadrilateral Cow boy o2013 Blendo Games LLC. Used with Graphics permIssion Screenshot from Skulls of the Shogun @2013 17-BIT. Used with permission Screenshot from Unreal Engine 3 C2005 Epic Games, InC. Used with permission Screenshot from Unreal Tournament 3@2007 Epic Games, Inc. Used with permission Screenshots from microsoft u visual studio 2010@2010 Microsoft Used with permission from Microsoft Image in Figure 2-10 courtesy of o denis_pc/fotolia Images in Figures 4-4, 8-5, and 8-6 courtesy of c York/fotolia SBN-13:978-0-321-94015-5 SBN-10:0-321-94015-6 Text printed in the United states on recycled paper at R.R. Donnelley in Crawfordsville, IN First printing: December 2013 o my family for supporting me and to all my students for not driving me crazy lyet This page intentionally left blank Contents Preface 1 Game Programming Overview Evolution of Video Game Programming The game le Time and games Game obj Summary Review Questions Additional References 16 2D Graphics 19 2D Rendering Foundations 20 Sprites Scroll 30 Tile Maps Summary Review Questions Additional References 3 Linear Algebra for games ,41 42 Matrices 58 ary 62 Review Questions........ .62 Additional references VI CONTENTS 4 3D Graphics 65 Basic 66 Coordinate Spaces nd sh Visibility y 85 World transform revisited Summary 91 Review Questions 92 Add 5 Input 93 Input devices 94 Event-Based Input Systems Mobile Input 105 ummary 108 Review Questions Additional references 109 6 Sound Basic sound 112 3D Sound 115 Digital Signal Processing 119 Other Sound Topics 122 ummary Review Questions 125 Additional References 125 7 Physics Planes, Rays, and Line Segments Collision Geometry 130 Collision detectio 134 Physics-Based Movement CONTENTS Physics Middleware 153 Summary 154 Review Questions 154 Additional References 155 8 Cameras 157 Types of Cameras 158 Perspective projections 161 Camera Implementations 164 Camera Support Algorithms 175 Summary 178 Review Qu 178 Additional references 178 9 Artificial Intelligence 179 AI 180 Pathfinding 180 State-Based Behaviors 192 y and Planning 198 200 Review Questions 200 Additional re 202 10 User Interfaces 203 Menu syst 204 HUD Elements 207 Other Ul Considerations 217 mmary Review Questions 222 Additional References 222 【实例截图】
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