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B.W. Kernighan__The Practice of Programming

Book Pool评选最近10年计算机专业图书

2009-08-24

Bob Beauchemin__a_first_look_at_sql_server_2005_for_developers

Book Pool评选最近10年计算机专业图书

2009-08-24

Bruce Schneier__Applied Cryptography Second Edition

Book Pool评选最近10年计算机专业图书

2009-08-24

Joe Celko__Advanced SQL Programming 3rd Edition

Book Pool评选最近10年计算机专业图书

2009-08-24

Erich Gamma__Extreme_Programming_Explained

Book Pool评选最近10年计算机专业图书

2009-08-24

G. H. Hardy - A couse of pure mathematics pdf

大师著作. I cannot find djvu-format & Let me know if someone got it.

2009-08-04

Tom Apostol - Calculus Vol II, Multi-Variable Calculus

calculus classical textbook

2009-08-04

Tom Apostol - Introduction to analytic number theory

every programmer should understand numbers.

2009-08-04

G. H. Hardy - Divergent series

every programmer should understand number series

2009-08-04

G. H. Hardy - Inequalities

不等式。 G. H. Hardy - Inequalities

2009-08-04

Tom Apostol - Calculus Vol I, One-Variable Calculus

calculus classical textbook

2009-08-04

Tom Apostol - Mathematical Analysis 2ed

improve the math-analytical conception; boring & tiresome

2009-08-04

G. H. Hardy - An introduction to the theory of numbers 4th

大师著作 The Theory of Numbers

2009-08-04

George Polya - Problems and theorems in analysis Vol I

masterpiece of mathematician

2009-08-04

Andrew S. Tanenbaum - Computer Networks 4th Solution

Book Pool评选最近10年计算机专业图书

2009-08-24

G. H. Hardy - A mathematician's apology

G. H. Hardy - A mathematician's apology

2009-08-04

Andrew S. Tanenbaum - Computer Networks 4th

Book Pool评选最近10年计算机专业图书

2009-08-24

Frederick P. Brooks Jr.__The Mythical Man-Month

Book Pool评选最近10年计算机专业图书

2009-08-24

Andrew Hunt__Pragmatic Programmer, From Journeyman to Master

Book Pool评选最近10年计算机专业图书

2009-08-24

a collection of classical mathematics books

the mathematical books on my personal shelf

2009-08-05

calero's ai for computer games

The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of academic AI techniques into current electronic entertainment games. The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players. Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual cases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches rely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.

2012-11-08

Mathematics for Informatics and Computer Science Pierre Audibert

How many ways do exist to mix different ingredients, how manychances to win a gambling game, how many possible paths going fromone place to another in a network ? To this kind of questionsMathematics applied to computer gives a stimulating and exhaustiveanswer. This text, presented in three parts (Combinatorics,Probability, Graphs) addresses all those who wish to acquire basicor advanced knowledge in combinatorial theories. It is actuallyalso used as a textbook.

2018-11-29

Multi-Threaded Game Engine Design

Multi-Threaded Game Engine Design shows experienced game developers how to apply multi-thread techniques to game programming technology to improve game performance. Using Direct3D and C++, a sample game engine is created step-by-step throughout the course of the book, and numerous examples illustrate the concepts presented. Detailed screenshots and well documented source code help readers understand the techniques being presented throughout the book. Multi-threading is one of the hottest game development topics today and this book will show students how to apply advanced, cutting edge techniques to their game programming skill set.

2012-12-28

collision detection in interactive 3d environments

The heart of any system that simulates the physical interaction between objects is collision detection-the ability to detect when two objects have come into contact. This system is also one of the most difficult aspects of a physical simulation to implement correctly, and invariably it is the main consumer of CPU cycles. Practitioners, new to the field or otherwise, quickly discover that the attempt to build a fast, accurate, and robust collision detection system takes them down a long path fraught with perils and pitfalls unlike most they have ever encountered. Without in-depth knowledge and understanding of the issues associated with engineering a collision detection system, the end of that path is an abyss that has swallowed many a good programmer! Gino van den Bergen's new book is

2012-12-28

ai game programming wisdom vol 4

I Game Programming Wisdom 4 includes a collection of more than 50 new articles featuring cutting-edge techniques, algorithms, and architectures written by industry professionals for use in commercial game development. Organized into 7 sections, this comprehensive volume explores every important aspect of AI programming to help you develop and expand your own personal AI toolbox.

2018-11-29

Algorithms + Data Structures = Programs

Algorithms + Data Structures = Programs[1] is a 1976 book written by Niklaus Wirth covering some of the fundamental topics of computer programming, particularly that algorithms and data structures are inherently related. For example, if one has a sorted list one will use a search algorithm optimal for sorted lists. The book was one of the most influential computer science books of the time and, like Wirth's other work, was extensively used in education.[2] The Turbo Pascal compiler written by Anders Hejlsberg was largely inspired by the "Tiny Pascal" compiler in Niklaus Wirth's book.

2018-11-29

ai game programming wisdom vol 1

Learn how AI experts create intelligent game objects and characters with this first volume in the AI Game Programming Wisdom series. This unique collection of articles gives programmers and developers access to the insights and wisdom of over thirty AI pros. Each article delves deep into key AI game programming issues and provides insightful new ideas and techniques that can be easily integrated into your own games. Everything from general AI architectures, rule based systems, level-of-detail AI, scripting language issues, to expert systems, fuzzy logic, neural networks, and genetic algorithms are thoroughly covered. If you're a game programmer (AI/logic, front-end, user interface, tools, graphics, etc.) this comprehensive resource will help you take your skills and knowledge to the next level.

2012-12-28

Ken Henderson__The Guru's Guide to Transact-SQL

Book Pool评选最近10年计算机专业图书

2009-08-24

strategy game programming with directX 9.0

strategy game programming with directX 9.0

2014-09-16

Behavioral Mathematics for Game AI

Human behavior is never an exact science, making the design and programming of artificial intelligence that seeks to replicate human behavior difficult. Usually, the answers cannot be found in sterile algorithms that are often the focus of artificial intelligence programming. However, by analyzing why people behave the way we do, we can break down the process into increasingly smaller components. We can model many of those individual components in the language of logic and mathematics and then reassemble them into larger, more involved decision-making processes. Drawing from classical game theory, "Behavioral Mathematics for Game AI" covers both the psychological foundations of human decisions and the mathematical modeling techniques that AI designers and programmers can use to replicate them. With examples from both real life and game situations, you'll explore topics such as utility, the fallacy of rational behavior, and the inconsistencies and contradictions that human behavior often exhibits. You'll examine various ways of using statistics, formulas, and algorithms to create believable simulations and to model these dynamic, realistic, and interesting behaviors in video games. Finally, you'll be introduced to a number of tools you can use in conjunction with standard AI algorithms to make it easier to utilize the mathematical models.

2012-12-28

an introduction to the analysis of algorithm

"[Sedgewick and Flajolet] are not only worldwide leaders of the field, they also are masters of exposition. I am sure that every serious computer scientist will find this book rewarding in many ways." —From the Foreword by Donald E. Knuth

2016-05-17

gpu gems 3

GPU Gems 3 by Hubert Nguyen (Aug 12, 2007)

2013-01-04

Game Engine Architecture

A 2009 Game Developer Magazine Front Line Award Finalist, this book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.

2012-12-28

gpu gems 1

GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics

2013-01-04

Introduction to 3D Computer Graphics, Stereoscopic Image, and Animation

kindle mobi Introduction to 3D Computer Graphics, Stereoscopic Image, and Animation - June, Fore

2014-09-16

gpu gems 2

GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation

2013-01-04

3D Math Primer for Graphics and Game Development 2nd

3D Math Primer for Graphics and Game Development 2nd

2014-09-16

ai game development synthetic

Neural networks, decision trees, genetic classifiers: If these are AI concepts you'd like to employ in your own games-and you know your way around C++-this is the book for you! In these pages, leading game AI developer Alex J. Champandard shows you how to create a slew of autonomous synthetic creatures-in the process exploring the techniques and theories central to AI game development. Complex concepts are made easily graspable, even fun, as you apply them to the step-by-step development of your own complete bot. The focus here is on designing individual creatures, each with unique abilities and skills. Each chapter tackles a specific problem, using demos and examples to drive the points home. Best of all, Alex draws on his own real-life experiences to provide tips and tricks to speed the process and resolve thorny issues. On the companion Web site, you'll find code examples and the samples of some of the games covered in the book.

2012-12-28

Michael Howard__writing_secure_code

Book Pool评选最近10年计算机专业图书

2009-08-24

Tom DeMarco__Peopleware

Book Pool评选最近10年计算机专业图书

2009-08-24

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