|
My latest book |
||
|
biography teaching research publications cool stuff novarama contact me ![]()
![]() ![]() |
- I've just released my new book "Core Techniques and Algorithms in Game
Programming" through New Riders worldwide!- It's meant to be a solid (860 pages) companion to professional game developers as well as students enrolled in the different degrees offered around. - It tries to stay away of just one genre or API. Instead, it tries to lay the foundational algorithms in all areas from 3D programming to AI and game logic in a coherent way. Thus, it's a good companion for people doing Master's or PhD on Game Development-related areas, based in my 6 years-plus teachign experience. Table of contents Here's the table of contents. If you want to check out a complete version (with each chapter and its sub-sections) so you can review the covered material, just follow this link (PDF). 1 Chronology of Game Programming 2 Code Design 3 Data Structures and Algorithms 4 Design Patterns 5 User Input 6 Fundamental AI Technologies 7 Action-Oriented AI 8 Tactical AI 9 Scripting Engines 10 Network Programming 11 2D Programming 12 Basic 3D Pipelines 13 Indoors Rendering 14 Outdoors Algorithms 15 Character Animation 16 Cinematography 17 Shading 18 Texture Mapping 19 Particle systems 20 Organic Rendering 21 Procedural Techniques 22 Geometric Tests 23 Performance Tuning App. A OpenGL App. B Direct3D App. C Some Math Involved App. D Staying Ahead App. E Further Reading |
|
|
All contents Copyright 2000-2002 Daniel Sánchez-Crespo Read my Terms of Use |
||