一些游戏编程的书[转]


Graphics Programming Black Book (by Michael Abrash),图形编程黑书,Id software的Michael Abrash编著
Game Programming Gems I.rar ,游戏编程精粹I、II(含源码)
Game Programming Gems II.rar
Graphics Gems I.rar ,图形学精粹I、II、III、IV、V
Graphics Gems II.rar
Graphics Gems III IBM.rar
Graphics Gems IV IBM.rar
Graphics Gems V.rar
Computer Graphics, C Version (2nd Ed.).rar ,计算机图形学C版(第二版)
half_life2_engine.rar ,半条命2游戏引擎源代码
D3DTutorial10_Half-Life2_Shading.pdf ,半条命2游戏引擎光照分析
Course.PTR.3D.Game.Engine.Programming.eBook-LinG.rar ,3D游戏引擎编程
3D Game Engine Design.rar ,3D游戏引擎设计
3D Game Engine Design source code.rar ,3D游戏引擎设计源代码
3D.Game.Programming.All.In.One.pdf ,3D游戏编程大全
Game Design - Theory and Practice.rar ,游戏设计 - 理论与实践
game.programming.all.in.one.pdf ,游戏编程大全
The Cg Tutorial - The Definitive Guide to Programmable Real-Time Graphics.rar ,CG指导 - 可编程实时图形权威指南
Tricks Of The 3D Game Programming Gurus - Advanced 3D Graphics And Rasterization.rar ,3D游戏编程大师技巧 - 高级3D图形和光栅化
Ultimate Game Design Building Game Worlds.rar ,终极游戏设计 - 创建游戏世界
Core.Techniques.And.Algorithms.In.Game.Programming.rar ,核心技术和算法在游戏编程
Simulating Humans.rar ,仿真人类

3D Lighting - History, Concepts, and Techniques.rar ,3D光照 - 历史,概念和技术
Lighting.Techniques.For.Real-Time.3D.Rendering.rar ,光照技术For实时3D渲染
Vector.Game.Math.Processors.pdf ,向量游戏数学处理器
AI for Computer Games and Animation - A Cognitive Modeling Approach.rar ,AI(人工智能)for计算机游戏和动画 - 一个认知建模方案
AI.Game.Development.Synthetic.Creatures.With.Learning.And.Reactive.Behaviors.rar ,AI游戏开发 - 合成生物With学习和反应举止
AI.Techniques.for.Game.Programming.rar ,AI技术for游戏编程(含源码)
Ai.Game.Programming.Wisdom.rar ,AI游戏编程(代码)
Real_Time_Rendering.rar ,实时渲染
special.effects.game.programming.rar ,特效(特殊效果)游戏编程(含源码)
Shaders.for.Game.Programmers.and.Artists.pdf ,着色器for游戏开发者和艺术家
Real-Time Shader Programming.rar ,实时着色器编程
Wordware.Publishing.Advanced.Lighting.and.Materials.With.Shaders.rar ,高级光照和材质with着色器
OReilly - Physics for Game Developers.rar ,物理for游戏开发者

GPU Programming Guide.rar ,GPU编程指南
Collision.Detection.pdf.rar ,碰撞检测
Collision.Detection.-.Algorithms.and.Applications.rar ,碰撞检测 - 算法与应用
focus.on.3D.terrain.pdf ,游戏3D地形编程
Focus.On.3D.Models.pdf ,游戏3D模型编程
Focus.On.2D.in.Direct3D.-.fly.pdf ,集中于Direct3D中的2D
Beginning.Game.Audio.Programming.rar ,开始游戏音频编程(含源码)
Internetworked.3D.Computer.Graphics.rar ,互连网间的3D计算机图形学

Beginning.Math.and.Physics.For.Game.Programmers.pdf ,开始数学和物理for游戏编程者(PDF版)
Beginning Math and Physics for Game Programmers[CHM].rar ,开始数学和物理for游戏编程者(CHM版)
3D.Math.Primer.for.graphics.and.game.development.pdf ,3D数学初步for图形和游戏开发
The art of computer game design.rar ,计算机游戏设计艺术
Sams.Beginning.3D.Game.Programming.eBook-LiB.rar ,3D游戏编程入门
MIT.Press.Rules.of.Play.Game.Design.Fundamentals.rar ,游戏设计基础
design a pc game engine.rar ,设计一个PC游戏引擎

Advanced Graphics Programming Techniques Using Opengl.rar ,高级图形编程技术用OpenGL
Real-time.Rendering.Tricks.and.Techniques.in.DirectX.pdf ,DirectX实时渲染技巧与技术
Real-Time Rendering Tricks and Techniques in DirectX(src).ZIP ,DirectX实时渲染技巧与技术(源代码)
Real Time 3D Terrain Engines Using C++ And Dx9.rar ,实时3D地形引擎用C++和Dx9
MS.Press.-.Microsoft.DirectX.9.Programmable.Graphics.Pipeline.rar ,Microsoft DirectX9可编程图形管线
Wordware.Publishing.OpenGL.Game.Development.eBook-YYePG.rar ,OpenGL游戏开发
Beginning.OpenGL.Game.Programming.ebook.pdf ,OpenGL游戏编程入门
OpenGL.Programming.Guide.rar ,OpenGL编程指南
Addison.Wesley.-.OpenGL.Programming.Guide.2nd.Edition.rar ,OpenGL编程指南(第二版)
Addison-Wesley,.OpenGL.Shading.Language.(2004).DDU.ShareConnector.rar ,OpenGL着色语言(2004)
Learn Vertex and Pixel Shader Programming With Directx 9.rar ,学习顶点和像素着色器编程用DirectX9
Shaderx2 - Shader Programming Tips & Tricks With Directx 9.rar ,Shaderx2 - 着色器编程提示与技巧With DirectX9
ShaderX2 Introductions and Tutorials with DirectX9.rar ,ShaderX2介绍和指导With DirectX9
Direct3D.ShaderX.-.Vertex.and.Pixel.Shader.Tips.and.Tricks.rar ,Direct3D.ShaderX - 顶点和像素着色器提示和技巧
Advanced 3D Game Programming with DirectX 9.rar ,高级3D游戏编程用DirectX 9.0(含源码,CHM版)
Advanced 3D Game Programming with DirectX 9[PDF].rar ,高级3D游戏编程用DirectX 9.0(PDF版)
DirectX 3D Graphics Programming Bible.rar ,DirectX 3D图形编程宝典
Introduction to 3D Game Programming with DirectX 9.0.rar ,介绍对3D游戏编程用DirectX9.0(含部分源代码)
Beginning.Direct3D.Game.Programming.rar ,Direct3D游戏编程入门
Beginning.DirectX9.pdf ,DirectX9入门
Cutting Edge Direct 3D Programming.rar ,Cutting Edge(刀刃)Direct 3D编程
Game.Scripting.Mastery.pdf ,游戏描述语言掌握
Data.Structures.for.Game.Programmers.rar ,数据结构for游戏编程者(含源码)
2_OpenGL.Extensions.-.Nvidia.rar ,OpenGL扩展(Nvidia)
Managed.DX.9.Kick.Start.Graphics.And.Game.Programming.rar ,DirectX9图形和游戏编程
OpenGL.Reference.Manual.rar ,OpenGL参考手册
OpenGL.Super.Bible.rar ,OpenGL超级宝典

Tricks of the Windows Game Programming Gurus.rar ,Windows游戏编程大师技巧
Tricks of Win Game Programming Gurus 2ed.rar ,Windows游戏编程大师技巧(第二版)
Game.Programming.Beginners.Guide.rar ,游戏编程初学者指南
Chris_Crawford_on_Game_Design.rar ,Chris Crawford写的游戏设计书

Advanced.Animation.with.DirectX.rar ,高级动画with DirectX(含源码)
Inside Direct3D.rar ,深入Direct3D
Direct3D_9_Basics.rar ,Direct3D 9基础
Sams Teach Yourself DirectX 7 in 24 Hours.rar ,教你自己DirectX7在24小时
Programming.Role.Playing.Games.with.DirectX.rar ,用DirectX编程RPG游戏(含源码)
Programming Multiplayer Games.rar ,编程多玩家游戏
Net Game Programming With Directx 9.0.rar ,网络游戏编程with Directx 9.0
Programming Linux Games.rar ,编程Linux游戏
Developing Online Games - An Insiders Guide.rar ,开发在线游戏 - 一个权威人士的指导
Game Coding Complete.rar ,游戏编码完全
Strategy Game Programming with DirectX 9.0.rar ,策略游戏编程用DirectX9.0
Strategy Game Programming with DirectX 9.0 Source Code.zip ,策略游戏编程用DirectX9.0(源代码)
Addison-Wesley - Software Engineering and Computer Games.rar ,软件工程和计算机游戏
Artificial Intelligence and Software Engineering.rar ,AI和软件工程
Game-Programming-OpenGL-C++.rar ,有关OpenGl和C++的一些资料

GBA Programming Game Boy Advance The Unofficial Guide.rar ,GBA编程非官方指南
Palm.OS.Game.Programming.pdf ,Palm掌上操作系统游戏编程
Mac.Game.Programming.pdf ,苹果机游戏编程
Premier.Press.J2ME.Game.Programming.rar ,J2ME游戏编程
J2ME Game Development with MIDP2.rar ,J2ME游戏开发with MIDP2
PHP.Game.Programming.pdf ,PHP语言游戏编程
Game.Programming.with.Python.Lua.And.Ruby.pdf ,游戏编程用Python,Lua和Ruby语言
Apress.dot.NET.Game.Programming.with.DirectX.9.0.eBook-KB.rar ,点NET游戏编程用DirectX9
Wordware.Wireless.Game.Development.In.C.Cpp.With.BREW.chm ,无线游戏开发用C、C++ With BREW

DirectX9 User Interfaces Design and Implementation.rar ,DirectX9用户接口设计和实现
Game.Interface.Design.rar ,游戏接口设计



SAMS Teach Yourself Game Programming in 24 Hours.rar ,教你自己游戏编程在24小时
C.Game.Programming.For.Dummies.2.rar ,C游戏编程傻瓜书2
Beginners Guide to DarkBASIC Game Programming.rar ,初学者指南对DarkBASIC游戏编程
Windows Graphics Programming Win32 GDI and DirectDraw.rar ,Windows图形编程 - Win32 GDI 和 DirectDraw
Game Programming Genesis.rar ,游戏编程起步

2D.Artwork.and.3D.Modeling.for.Game.Artists.pdf ,2D艺术品和3D建模for游戏艺术家
Game.Art.for.Teens.pdf ,游戏艺术for青年人

Game Development and Production.rar ,游戏开发和产品
Game.Developers.Market.Guide.rar ,游戏开发者市场指南


MIT.Press.A.History.Of.Modern.Computing.eBook-LiB.rar ,现代计算历史
The C++ Programming Language NO.3 Edition.rar ,C++编程语言(第三版)
Computer Systems A Programmers Perspective.rar ,计算机系统 - 一个编程者的透视
Intel Architecture Software Developer Manual.zip ,Intel架构软件开发者手册
Intel Itanium Assembly Language Reference.rar ,Intel Itanium架构汇编语言参考
Agile Software Development.rar ,灵活的软件开发
Code Reading The Open Source Perspective.rar ,代码阅读与开放源透视

ps2DevEnvironment.exe ,PS2开发环境
doxygen-1.3.9.1-setup.exe ,一种文档自动生成软件
wolf_source.exe ,wolf游戏(id software)源代码
doom_src.zip ,doom游戏(id software)源代码
q2src320.exe ,Quake2游戏(id software)源代码
Q3A_TA_GameSource_127.exe ,QuakeIII(id software)游戏源代码
Q3A_ToolSource.exe ,QuakeIII(id software)工具源代码

转载于:https://my.oschina.net/riseworlds/blog/696391

Foreword By Andrew Glassner xvii Preface xix Mathematical Notation xxi Pseudo-Code xxiii Contributors xxviii I I I I I I I I I IMAGE PROCESSING MAGE PROCESSING MAGE PROCESSING MAGE PROCESSING MAGE PROCESSING Introduction 3 1. Fast Bitmap Stretching C 4 Tomas Möller 2. General Filtered Image Rescaling C 8 Dale Schumacher 3. Optimization of Bitmap Scaling Operations 17 Dale Schumacher 4. A Simple Color Reduction Filter C 20 Dennis Braggviii CONTENTS 5. Compact Isocontours from Sampled Data 23 Douglas Moore and Joseph Warren 6. Generating Isovalue Contours from a Pixmap C 29 Tim Feldman 7. Compositing Black-and-White Bitmaps 34 David Salesin and Ronen Barzel 8. 2 1 2 -D Depth-of-Field Simulation for Computer 36 Animation Cary Scofield 9. A Fast Boundary Generator for Composited 39 Regions C Eric Furman II II II II II N N N N NUMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING T T T T TECHNIQUES ECHNIQUES ECHNIQUES ECHNIQUES ECHNIQUES Introduction 47 1. IEEE Fast Square Root C 48 Steve Hill 2. A Simple Fast Memory Allocator C 49 Steve Hill 3. The Rolling Ball C 51 Andrew J. Hanson 4. Interval Arithmetic C 61 Jon Rokne 5. Fast Generation of Cyclic Sequences C 67 Alan W. Paeth 6. A Generic Pixel Selection Mechanism 77 Alan W. Paethix CONTENTS 7. Nonuniform Random Points Sets via Warping 80 Peter Shirley 8. Cross Product in Four Dimensions and Beyond 84 Ronald N. Goldman 9. Face-Connected Line Segment Generation in an n-Dimensional Space C 89 Didier Badouel and Charles A. Wüthrich III III III III III M M M M MODELING AND TRANSFORMATIONS ODELING AND TRANSFORMATIONS ODELING AND TRANSFORMATIONS ODELING AND TRANSFORMATIONS ODELING AND TRANSFORMATIONS Introduction 95 1. Quaternion Interpolation with Extra Spins C 96 Jack Morrison 2. Decomposing Projective Transformations 98 Ronald N. Goldman 3. Decomposing Linear and Affine Transformations 108 Ronald N. Goldman 4. Fast Random Rotation Matrices C 117 James Arvo 5. Issues and Techniques for Keyframing Transformations 121 Paul Dana 6. Uniform Random Rotations C 124 Ken Shoemake 7. Interpolation Using Bézier Curves C 133 Gershon Elber 8. Physically Based Superquadrics C 137 A. H. Barrx CONTENTS I I I I IV V V V V 2-D 2-D 2-D 2-D 2-D GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS Introduction 163 1. A Parametric Elliptical Arc Algorithm C 164 Jerry Van Aken and Ray Simar 2. Simple Connection Algorithm for 2-D Drawing C 173 Claudio Rosati 3. A Fast Circle Clipping Algorithm C 182 Raman V. Srinivasan 4. Exact Computation of 2-D Intersections C 188 Clifford A. Shaffer and Charles D. Feustel 5. Joining Two Lines with a Circular Arc Fillet C 193 Robert D. Miller 6. Faster Line Segment Intersection C 199 Franklin Antonio 7. Solving the Problem of Apollonius and Other 203 Related Problems Constantina Sevici V V V V V 3-D 3-D 3-D 3-D 3-D GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS Introduction 213 1. Triangles Revisited 215 Fernando J. López-López 2. Partitioning a 3-D Convex Polygon with an 219 Arbitrary Plane C Norman Chin 3. Signed Distance from Point to Plane C 223 Príamos Georgiadesxi CONTENTS 4. Grouping Nearly Coplanar Polygons into Coplanar Sets C 225 David Salesin and Filippo Tampieri 5. Newell’s Method for Computing the Plane Equation of a Polygon C 231 Filippo Tampieri 6. Plane-to-Plane Intersection C 233 Príamos Georgiades 7. Triangle-Cube Intersection C 236 Douglas Voorhies 8. Fast n-Dimensional Extent Overlap Testing C 240 Len Wanger and Mike Fusco 9. Subdividing Simplices C 244 Doug Moore 10.Understanding Simploids 250 Doug Moore 11. Converting Bézier Triangles into Rectangular Patches C 256 Dani Lischinski 12.Curve Tesselation Criteria through Sampling 262 Terence Lindgren, Juan Sanchez, and Jim Hall Vl Vl Vl Vl Vl R R R R RAY TRACING AND RADIOSITY AY TRACING AND RADIOSITY AY TRACING AND RADIOSITY AY TRACING AND RADIOSITY AY TRACING AND RADIOSITY Introduction 269 1. Ray Tracing with the BSP Tree C 271 Kelvin Sung and Peter Shirley 2. Intersecting a Ray with a Quadric Surface C 275 Joseph M. Cychosz and Warren N. Waggenspack, Jr.xii CONTENTS 3. Use of Residency Masks and Object Space Partitioning to Eliminate Ray-Object Intersection Calculations 284 Joseph M. Cychosz 4. A Panoramic Virtual Screen for Ray Tracing C 288 F. Kenton Musgrave 5. Rectangular Bounding Volumes for Popular Primitives C 295 Ben Trumbore 6. A Linear-Time Simple Bounding Volume Algorithm 301 Xiaolin Wu 7. Physically Correct Direct Lighting for Distribution Ray Tracing C 307 Changyaw Wang 8. Hemispherical Projection of a Triangle C 314 Buming Bian 9. Linear Radiosity Approximation Using Vertex-to-Vertex Form Factors 318 Nelson L. Max and Michael J. Allison 10. Delta Form-Factor Calculation for the Cubic Tetrahedral Algorithm C 324 Jeffrey C. Beran-Koehn and Mark J. Pavicic 11. Accurate Form-Factor Computation C 329 Filippo Tampieri VII VII VII VII VII R R R R RENDERING ENDERING ENDERING ENDERING ENDERING Introduction 337 1. The Shadow Depth Map Revisited 338 Andrew Wooxiii CONTENTS 2. Fast Linear Color Rendering C 343 Russell C. H. Cheng 3. Edge and Bit-Mask Calculations for Anti-Aliasing C 349 Russell C. H. Cheng 4. Fast Span Conversion: Unrolling Short Loops C 355 Thom Grace 5. Progressive Image Refinement Via Gridded Sampling C 358 Steve Hollasch 6. Accurate Polygon Scan Conversion Using Half-Open Intervals C 362 Kurt Fleischer and David Salesin 7. Darklights 366 Andrew S. Glassner 8. Anti-Aliasing in Triangular Pixels 369 Andrew S. Glassner 9. Motion Blur on Graphics Workstations C 374 John Snyder, Ronen Barzel and Steve Gabriel 10. The Shader Cache: A Rendering Pipeline Accelerator 383 James Arvo and Cary Scofeld References 611 Index
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