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Game Programming Gems I
Edited by Mark DeLoura. 2000
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Game Programming Gems II
Edited by Mark DeLoura 2001
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Game Programming Gems III
Edited by Dante Treglia, 2002
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Game Programming Gems IV
Edited by Andrew Kirmse, 2004
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Game Programming Gems V
Edited by Kim Pallister, 2005
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Game Programming Gems VI
Edited by Mike Dickheiser, 2006
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Game Programming Gems VII
Edited by Scott Jacobs, 2008
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Game Programming Gems VIII
Edited by Adam Lake, 2010
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Combined Table of Contents

Items were grouped by section, and ordered alphabetically

Section: General Programming (GPG I, II, III, IV, V, VI, VII, VIII)

  • 3ds max Skin Exporter and Animation Toolkit, Marco Tombesi (GPG II)
  • A Built-in Game Profiling Module, Jeff Everett (GPG II)
  • A Drop-in Debug Memory Manager, Peter Dalton (GPG II)
  • A Flexible Text Parsing System, James Boer (GPG II)
  • A Flexible User Interface Layout System for Divergent Environments, Gero Gerber (GPG VIII)
  • A Flexible, On-the-Fly Object Manager, Natalya Tatarchuk (GPG IV)
  • A Game Entity Factory, François Dominic Laramée (GPG II)
  • A Generic Component Library, Warrick Buchanan (GPG V)
  • A Generic Function-Binding Interface, Scott Bilas (GPG I)
  • A Generic Handle-Based Resource Manager, Scott Bilas (GPG I)
  • A Generic Tree Container in C++, Bill Budge (GPG IV)
  • A Generic Tweaker, Lasse Staff Jensen (GPG II)
  • A More Informative Error Log Generator , J.L. Raza and Peter Iliev Jr. (GPG VIII)
  • A Network Protocol for Online Games, Andrew Kirmse (GPG I)
  • A Property Class for Generic C++ Member Access, Charles Cafrelli (GPG II)
  • A Real-Time Remote Debug Message Logger, Patrick Duquette (GPG V)
  • A Sketch-based Interface to Real-Time Strategy Games Based on a Cellular Automaton, Carlos A. Dietrich, Luciana P. Nedel, and João L. D. Comba (GPG VII)
  • A System for Managing Game Entities, Matthew Harmon (GPG IV)
  • A Transparent Class Saving and Loading Trick, Patrick Meehan (GPG V)
  • Adding Deprecation Facilities to C++, Noel Llopis (GPG II)
  • Address-Space Managed Dynamic Arrays for Windows and the Xbox, Matt Pritchard (GPG IV)
  • Advanced Debugging Techniques, Martin Fleisz (GPG VII)
  • An Automatic Singleton Utility, Scott Bilas (GPG I)
  • An Effective Cache-Oblivious Implementation of the ABT Tree, Sebastien Schertenleib (GPG V)
  • An HTML-Based Logging and Debugging System, James Boer (GPG IV)
  • An Object-Composition Game Framework, Scott Patterson (GPG III)
  • Autolists Design Pattern, Ben Board (GPG III)
  • BSP Techniques, Octavian Marius Chincisan (GPG VI)
  • Building Lua into Games, Matthew Harmen (GPG V)
  • Choose Your Path – A Menu System, Wendy Jones (GPG V)
  • Closest-String Matching Algorithm, James Boer (GPG VI)
  • Code Coverage for QA , Matthew Jack (GPG VIII)
  • Component Based Object Management, Bjarne Rene (GPG V)
  • Computer Vision in Games Using the OpenCV Library, Arnau Ramisa, Enric Vergara, and Enric Martí (GPG VI)
  • Context-Sensitive HUDs for Editors, Adam Martin (GPG V)
  • Creating a Multi-Threaded Actor-Based Architecture Using Intel® Threading Building Blocks , Robert Jay Gould
  • Critically Damped Ease-In/Ease-Out Smoothing, Thomas Lowe (GPG IV)
  • CSG Construction Using BSP Trees, Octavian Marius Chincisan (GPG V)
  • Custom STL Allocators, Pete Isensee (GPG III)
  • Deferred Function Call Invocation System, Mark Jawad (GPG VII)
  • Desiging and Maintaining Large Cross-Platform Libraries, David Etherton (GPG IV)
  • Design and Implementation of a Multi-Platform Threading Engine, Michael Ramsey (GPG VII)
  • Design and Implementation of an In-Game Memory Profiler , Ricky Lung (GPG VIII)
  • Developing for Digital Drawing Tablets , Neil Gower (GPG VIII)
  • Developming Games for a World Market, Aaron Nicholls (GPG III)
  • Domain-Specific Languages in Game Engines , Gabriel Ware (GPG VIII)
  • Dynamic Type Information, Scott Wakeling (GPG II)
  • Efficient and Scalable Multi-Core Programming , Jean-François Dubé (GPG VIII)
  • Efficient Cache Replacement using the Age and Cost Metrics, “Colt “”MainRoach”” McAnlis” (GPG VII)
  • Exporting C++ Classes from DLLs, Herb Marselas (GPG II)
  • Fast Data Load Trick, John Olsen (GPG I)
  • Fast Math Using Template Metaprogramming, Pete Isensee (GPG I)
  • Faster File Loading with Access-Based File Reordering, David L. Koenig (GPG VI)
  • Fast-IsA, Joshua Grass (GPG VIII)
  • Fight Memory Fragmentation with Templated Freelists, Paul Glinker (GPG IV)
  • File Management Using Resource Files, Bruno Sousa (GPG II)
  • Finding Redeeming Value in C-Style Macros, Steve Rabin (GPG III)
  • Fingerprinting Pre-Release Builds To Deter and Detect Piracy, Steve Rabin (GPG VI)
  • Floating-Point Exception Handling, Soren Hannibal (GPG III)
  • Foot Navigation Technique for First-Person Shooting Games, Marcus Aurelius C. Farias, Daniela G. Trevisan, and Luciana P. Nedel (GPG VII)
  • For Bees and Gamers: How to Handle Hexagonal Tiles, Thomas Jahn, Jörn Loviscach (GPG VII)
  • Frame-Based Memory Allocation, Steven Ranck (GPG I)
  • Game Input Recording and Playback, Bruce Dawson (GPG II)
  • Game Optimization through the Lens of Memory and Data Access , Steve Rabin (GPG VIII)
  • Generic Pager, Ignacio Incera Cruz (GPG V)
  • Genuine Random Number Generation, Pete Isensee (GPG II)
  • Geographic Grid Registration of Game Objects, Roger Smith (GPG VI)
  • Handle-Based Smart Pointers, Brian Hawkins (GPG III)
  • High Performance Heap Allocator, Dimitar Lazarov (GPG VII)
  • Improved Frustum Culling, Frank Puig Placeres (GPG V)
  • Improving Freelists with Policy Based Design, Nathan Mefford (GPG V)
  • Inline Functions Versus Macros, Peter Dalton (GPG II)
  • Journaling Services, Eric Robert (GPG III)
  • Large-Scale Stack-Based State Machines, James Boer (GPG V)
  • Lightweight, Policy-Based Logging, Brian Hawkins (GPG III)
  • Linear Programming Model for Windows-based Games, Javier F. Otaegui (GPG II)
  • Lock-Free Algorithms, Toby Jones (GPG VI)
  • Multithread Job and Dependency System, Julien Hamaide (GPG VII)
  • Natural Selection: The Evolution of Pie Menus, Don Hopkins (GPG III)
  • Object-Oriented Programming and Design Techniques, James Boer (GPG I)
  • Optical Flow for Video Games Played with Webcams, Arnau Ramisa, Enric Vergara, and Enric Martí (GPG VII)
  • Optimization for C++ Games, Andrew Kirmse (GPG II)
  • Parsing Text Data in Games, Aurelio Reis (GPG V)
  • Platform-Independent, Function-Binding Code Generator, Allen Pouratian (GPG III)
  • Programming a Game Design-Compliant Engine Using UML, Thomas Demachy (GPG III)
  • Programming with Abstract Interfaces, Noel Llopis (GPG II)
  • Protect Yourself from DLL Hell and Missing OS Functions, Herb Marselas (GPG II)
  • Real-Time Hierarchical Profiling, Greg Hjelstrom and Byon Garrabrant (GPG III)
  • Real-Time In-Game Profiling, Steve Rabin (GPG I)
  • Real-Time Input and UI in 3D Games, Greg Seegert (GPG III)
  • Registered Variables , Peter Dalton (GPG VIII)
  • Resource and Memory Management, James Boer (GPG I)
  • Road Creation for Projectable Terrain Meshes , Igor Borovikov, Aleksey Kadukin (GPG VIII)
  • Save Me Now!, Martin Brownlow (GPG III)
  • Scheduling Game Events, Michael Harvey and Carl Marshall (GPG III)
  • Self-Modifying Code, Byron Hapgood (GPG II)
  • Simple Fast Bit Arrays, Andrew Kirmse (GPG I)
  • Sphere Trees for Speedy BSPs, Dominic Filion (GPG V)
  • Squeezing More Out of Assert, Steve Rabin (GPG I)
  • Stack Allocation , Michael Dailly (GPG VIII)
  • Stack Winding, Bryon Hapgood (GPG II)
  • Stats: Real-Time Statistics and In-Game Debugging, John Olsen (GPG I)
  • Stay in the Game: Asset Hotloading for Fast Iteration, Noel Llopis and Charles Nicholson (GPG VI)
  • The Beauty of Weak References and Null Objects, Noel Llopis (GPG IV)
  • The Clock: Keeping Your Finger on the Pulse of the Game, Noel Llopis (GPG IV)
  • The Magic of Data-Driven Design, Steve Rabin (GPG I)
  • The Science of Debugging Games, Steve Rabin (GPG IV)
  • Using Bloom Filters to Improve Computational Performance, Mark Ficher (GPG II)
  • Using CppUnit To Implement Unit Testing, Blake Madden (GPG VI)
  • Using Custom RTTI Properties to Stream and Edit Objects, Frederic My (GPG IV)
  • Using Lex and Yacc to Parse Custom Data Files, Paul Kelly (GPG III)
  • Using Templates for Reflection in C++, Dominic Filion (GPG V)
  • Using the STL in Game Programming, James Boer (GPG I)
  • Using Web Cameras in Video Games, Nathan d’Obrenan (GPG II)
  • Using XML without Sacrificing Speed, Mark T. Price (GPG IV)
  • Utilizing Multicore Processors with OpenMP, Pete Isensee (GPG VI)
  • Visual Design of State Machines, Scott Jacobs (GPG V)

Section: Mathematics (GPG I, II, III, IV, V), Physics (GPG IV, V), Mathematics and Physics (GPG VI, VII), Physics and Animation (GPG VIII)

  • A Versatile and Interactive Anatomical Human Face Model, Marco Fratarcangeli (GPG VIII – Physics and Animation)
  • Adding Life to Ragdoll Simulation Using Feedback Control Systems, Michael Mandel (GPG V – Physics)
  • Application of Quasi-Fluid Dynamics for Arbitrary Closed Meshes, Krzysztof Mieloszyk (GPG VIII – Physics and Animation)
  • Approximate Convex Decomposition for Real-Time Collision Detection, Khaled Mamou (GPG VIII – Physics and Animation)
  • Back of the Envelope Aerodynamics for Game Physics, Graham Rhodes (GPG V – Physics)
  • Cellular Automata for Physical Modeling, Tom Forsyth (GPG III – Mathematics)
  • Constrained Inverse Kinematics, Jason Weber (GPG III – Mathematics)
  • Constraints in Rigid Body Dynamics, Russ Smith (GPG IV – Physics)
  • Coping with Friction in Dynamic Simulations, Miguel Gomez (GPG III – Mathematics)
  • Curved Paths for Seamless Character Animation, Michael Lewin (GPG VIII – Physics and Animation)
  • Designing a Prescripted Physics System, Daniel Higgins (GPG V – Physics)
  • Dynamic Grass Simulation and Other Natural Effects, Rishi Ramraj (GPG V – Physics)
  • Efficient Collision Detection Using Transformation Semantics, José Gilvan Rodrigues Maia, Creto Augusto Vidal, and Joaquim Bento Cavalcante-Neto (GPG VII – Mathematics and Physics)
  • Efficient Sequence Indexing for Game Development, Palem Gopalakrishna (GPG VI – Mathematics and Physics)
  • Exact Buoyancy for Polyhedra, Erin Catto (GPG VI – Mathematics and Physics)
  • Extracting Frustum and Camera Information, Waldemar Celes (GPG IV – Mathematics)
  • Fast Base-2 Functions for Logarithms and Random Number Generation, James McNeill (GPG III – Mathematics)
  • Fast Contact Reduction for Dynamics Simulation, Adam Moravanszky and Pierre Terdiman (GPG IV – Physics)
  • Fast Deformations with Multilayered Physics, Thomas Di Giacomo and Nadia Magnenat-Thalmann (GPG IV – Physics)
  • Fast Generic Ray Queries for Games, Jacco Bikker (GPG VII – Mathematics and Physics)
  • Fast Rigid-Body Collision Detection Using Farthest Feature Maps, Rahul Sathe and Dillon Sharlet (GPG VII – Mathematics and Physics)
  • Fast, Robust Intersection of 3D Line Segments, Graham Rhodes (GPG II – Mathematics)
  • Faster Quaternion Interpolation Using Approximations, Andy Thomason (GPG V – Mathematics)
  • Floating-Point Tricks, Chris Lomont (GPG VI – Mathematics and Physics)
  • Floating-Point Tricks: Improving Performance with IEEE Floating-Point, Yossarian King (GPG II – Mathematics)
  • GPU Computation in Projective Space Using Homogeneous Coordinates, Vaclav Skala (GPG VI – Mathematics and Physics)
  • Implicit Euler Integration for Numerical Stability, Miguel Gomez (GPG I – Mathematics)
  • Improved Numerical Integration with Analytical Techniques, Eric Brown (GPG VIII – Physics and Animation)
  • Integrating the Equations of Rigid Body Motion, Miguel Gomez (GPG I – Mathematics)
  • Interactive Simulation of Water Surfaces, Miguel Gomez (GPG I – Mathematics)
  • Interactive Water Surfaces, Jerry Tessendorf (GPG IV – Physics)
  • Interpolating Quaternions, Jason Shankel (GPG I – Mathematics)
  • Interpolation Methods, John Olsen (GPG I – Mathematics)
  • Inverse Trajectory Determination, Aaron Nicholls (GPG II – Mathematics)
  • Matrix-Quaternion Conversions, Jason Shankel (GPG I – Mathematics)
  • Minimal Acceleration Hermite Curves, Tony Barrera, Anders Hast, and Ewert Bengtsson (GPG V – Mathematics)
  • Minimax Numerical Approximation, Christopher Tremblay (GPG V – Mathematics)
  • Modal Analysis for Fast, Stable Deformation, James F. O’Brian (GPG IV – Physics)
  • More Approximations to Trigonometric Functions, Robin Green (GPG III – Mathematics)
  • Non-Iterative, Closed-Form, Inverse Kinematic Chain Solver (NCF IK), Philip Taylor (GPG VIII – Physics and Animation)
  • Nonuniform Splines, Thomas Lowe (GPG IV – Mathematics)
  • Oblique View Frustums for Mirrors and Portals, Eric Lengyel (GPG V – Mathematics)
  • Particle Swarm Optimization for Game Programming , Dario L. Sancho-Pradel (GPG VIII – Physics and Animation)
  • Polynomial Approximations to Trigonometric Functions, Eddie Edwards (GPG I – Mathematics)
  • Practical Animation of Soft Bodies for Game Development: The Pressurized Soft-Body Model, Maciej Matyka (GPG V – Physics)
  • Predictable Random Numbers, Guy W. Lecky-Thompson (GPG I – Mathematics)
  • Prescripted Physics: Techniques and Applications, Shawn Shoemaker (GPG V – Physics)
  • Programming Fractals, Jesse Laeuchli (GPG II – Mathematics)
  • Quaternion Compression, Mark Zarb-Adami (GPG III – Mathematics)
  • Quaternions for Game Programming, Jan Svarovsky (GPG I – Mathematics)
  • Random Number Generation, Chris Lomont (GPG VII – Mathematics and Physics)
  • Realistic Camera Movement in a 3D Car Simulator, Barnabas Aszodi and Szabolcs Czuczor (GPG V – Physics)
  • Realistic Cloth Animation Using the Mass-Spring Method, Juan M. Cordero (GPG V – Physics)
  • Real-Time Particle-Based Fluid Simulation with Rigid Body Interaction, Takashi Amada (GPG VI – Mathematics and Physics)
  • Recursive Dimensional Clustering: A Fast Algorithm for Collison Detection, Steve Rabin (GPG II – Mathematics)
  • Smooth C2 Quaternion-based Flythrough Paths, Alex Vlachos (GPG II – Mathematics)
  • Solving Accuracy Problems in Large World Coordinates, Peter Freese (GPG IV – Mathematics)
  • Solving Systems of Linear Equations Using the Cross Product, Anders Hast (GPG VI – Mathematics and Physics)
  • Spline-Based Time Control for Animation, James Van Verth (GPG V – Mathematics)
  • Ten Fingers of Death: Algorithms for Combat Killing, Roger Smith and Don Stoner (GPG IV – Physics)
  • The Jacobian Transpose Method for Inverse Kinematics, Marco Spoerl (GPG IV – Mathematics)
  • The Parallel Transport Frame, Carl Dougan (GPG II – Mathematics)
  • The Shortest Arc Quaternion, Stan Melax (GPG I – Mathematics)
  • Trigonometric Splines, Tony Barrera, Anders Hast, and Ewert Bengtsson (GPG VII – Mathematics and Physics)
  • Using Gaussian Randomness to Realistically Vary Projectile Paths, Steve Rabin (GPG VII – Mathematics and Physics)
  • Using Geometric Algebra for Computer Graphics, Chris Lomont (GPG V – Mathematics)
  • Using Projective Space to Improve Precision of Geometric Computations, Krzysztof Kluczek (GPG VII – Mathematics and Physics)
  • Using the Covariance Matrix for Better-Fitting Bounding Objects, Jim Van Verth (GPG IV – Mathematics)
  • Using Vector Fractions for Exact Geometry, Thomas Young (GPG III – Mathematics)
  • Vector and Plane Tricks, John Olsen (GPG II – Mathematics)
  • Vehicle Physics Simulation for CPU-Limited Systems, Marcin Pancewicz and Paul Bragiel (GPG IV – Physics)
  • Wavelets: Theory and Compression, Loic Le Chevalier (GPG I – Mathematics)
  • What a Drag: Modeling Realistic Three-Dimensional Air and Fluid Resistance, B. Charles Rasco (GPG VIII – Physics and Animation)
  • Writing a Verlet-Based Physics Engine, Nick Porcino (GPG IV – Physics)
  • XenoCollide: Complex Collision Detection Made Simple, Gary Snethen (GPG VII – Mathematics and Physics)
  • Zobrist Hash Using Mersenne Twister, Toby Jones (GPG IV – Mathematics)

Section: Artificial Intelligence (GPG I, II, III, IV, V, VI, VII, VIII)

  • A Distributed-Reasoning Voting Architecture, John Hancock (GPG IV)
  • A Extensible Trigger System for AI Agents, Objects, and Quests, Steve Rabin (GPG III)
  • A Fast Approach To Navigation Meshes, Stephen White and Christopher Christensen (GPG III)
  • A Finite-State Machine Class, Eric Dybsand (GPG I)
  • A Framework for Emotional Digital Actors, Phil Carlisle (GPG VIII)
  • A Fuzzy-Control Approach to Managing Scene Complexity, Gabriyel Wong (GPG VI)
  • A Generic Fuzzy State Machine in C++, Eric Dybsand (GPG II)
  • A Goal-Oriented Unreal Bot: Building a Game Agent with Goal-Oriented Behavior and Simple Personality Using Extended Behavior Networks, Hugo Pinto and Luis Otavio Alvares (GPG VI)
  • A High-Performance Tile-based Line-of-Sight and Search System, Matt Pritchard (GPG II)
  • A Neural-Net Primer, André LeMothe (GPG I)
  • A Pattern-Based Approach to Modular AI for Games, Kevin Dill (GPG VIII)
  • A Practical Spatial Architecture for Animal and Agent Navigation, Michael Ramsey (GPG VIII)
  • A* Aesthetic Optimizations, Steve Rabin (GPG I)
  • A* Speed Optimizations, Steve Rabin (GPG I)
  • Achieving Coordination with Autonomous NPCs, Diego Garcés (GPG VI)
  • Adaptive Tactic Selection in First-Person Shooter (FPS) Games, Thomas Hartley (GPG VIII)
  • Advanced Pathfinding with Minimal Replanning Cost: Dynamic A Star (D*), Marco Tombesi (GPG V)
  • Advanced Wall Building for RTS Games, Mario Grimani (GPG IV)
  • AI Level of Detail for Really Large Worlds, Cyril Brom, Tomáš Poch, and Ond?ej Šerý (GPG VIII)
  • All About Attitude: Building Blocks for Opinion, Reputation and NPC Personalities, Michael F. Lynch (GPG VII)
  • An Architecture for RTS Command Queuing, Steve Rabin (GPG II)
  • An Object-Oriented Utility-Based Decision Architecture, John Hancock (GPG IV)
  • Applying Control Theory to Game AI and Physics, Brian Pickrell (GPG VIII)
  • Applying Model-Based Decision-Making Methods to Games: Applying the Locust AI Engine to Quake III, Armand Prieditis (GPG VI)
  • Area Navigation: Expanding the Path-Finding Paradigm, Ben Board and Mike Ducker (GPG III)
  • Artificial Neural Networks on Programmable Hardware, Thomas Rolfes (GPG IV)
  • Attractors and Repulsors, John M. Olsen (GPG IV)
  • Automated Navigation Mesh Generation Using Advanced Growth-Based Techniques, D. Hunter Hale and G. Michael Youngblood (GPG VIII)
  • Automatic Cover Finding with Navigation Meshes, Borut Pfeifer (GPG V)
  • Behavior-Based Robotic Architectures for Games, Hugo Pinto and Luis Otavio Alvares (GPG VI)
  • Beyond A*, Mario Grimani and Matthew Titelbaum (GPG V)
  • Beyond A*: IDA* and Fringe Search, Robert Kirk DeLisle (GPG VII)
  • Choosing a Relationship Between Path-Finding and Collision, Thomas Young (GPG III)
  • Constructing a Goal-Oriented Robot for Unreal Tournament Using Fuzzy Sensors, Finite-State Machines, and Behavior Networks, Hugo Pinto and Luis Otavio Alvares (GPG VI)
  • Creating Interesting Agents with Behavior Cloning, John Harger and Nathan Fabian (GPG VII)
  • Designing A General Robust AI Engine, Steve Rabin (GPG I)
  • Designing a Multilayer, Pluggable AI Engine, Sébastien Schertenleib (GPG VI)
  • Designing a Realistic and Unified Agent Sensing Model, Steve Rabin and Michael Delp (GPG VII)
  • Embracing Chaos Theory: Generating Apparent Unpredictability through Deterministic Systems, Dave Mark (GPG VIII)
  • Expanded Geometry for Points-of-Visibility Pathfinding, Thomas Young (GPG II)
  • Fast Target Ranking Using an Artificial Potential Field, Markus Breyer (GPG V)
  • Flocking with Teeth: Predators and Prey, Steven Woodcock (GPG II)
  • Flocking: A Simple Technique for Simulating Group Behavior, Steven Woodcock (GPG I)
  • Function Pointer-Based, Embedded Finite-State Machines, Charles Farris (GPG III)
  • Fuzzy Logic for Video Games, Mason McCuskey (GPG I)
  • Game Trees, Jan Svarovsky (GPG I)
  • Goal-Oriented Plan Merging, Michael Dawe (GPG VII)
  • Graph-Based Data Mining for Player Trace Analysis in MMORPGs, Nikhil S. Ketkar and G. Michael Youngblood (GPG VIII)
  • Implementing Practical Planning for Game AI, Jamie Cheng and Finnegan Southey (GPG V)
  • Imploding Combinatorial Explosion in a Fuzzy System, Michael Zarozinski (GPG II)
  • Influence Mapping, Paul Tozour (GPG II)
  • Managing AI Algorithmic Complexity: Generic Programming Approach, Iskander Umarov and Anatoli Beliaev (GPG VII)
  • Managing AI with Micro-Threads, Simon Carter (GPG II)
  • Micro-Threads for Game Object AI, Bruce Dawson (GPG II)
  • Narrative Combat: Using AI to Enhance Tension in an Action Game, Borut Pfeifer (GPG IV)
  • Needs-Based AI, Robert Zubek (GPG VIII)
  • NPC Decision Making: Dealing with Randomness, Karen Pivazyan (GPG IV)
  • Optimized Machine Learning with GoCap, Thor Alexander (GPG III)
  • Optimizing a Decision Tree Query Algorithm for Multithreaded Architectures, Chuck DeSylva (GPG V)
  • Optimizing Points-of-Visibility Pathfinding, Thomas Young (GPG II)
  • Parallel AI Development with PVM, Michael Ramsey (GPG V)
  • Scalable Dialog Authoring, Baylor Wetzel (GPG VIII)
  • Short-Term Memory Modeling Using a Support Vector Machine, Julien Hamaide (GPG VI)
  • Simplified 3D Movement and Pathfinding Using Navigation Meshes, Greg Snook (GPG I)
  • Stratagies for Optimizing AI, Steve Rabin (GPG II)
  • Strategic Assessment Techniques, Paul Tozour (GPG II)
  • Tactical Path-Finding with A*, William van der Sterren (GPG III)
  • Terrain Analysis in an RTS-The Hidden Giant, Daniel Higgins (GPG III)
  • Terrain Reasoning for 3D Action Games, William van der Sterren (GPG II)
  • The Basics of A* for Path Planning, Bryan Stout (GPG I)
  • Third-Person Camera Navigation, Jonathan Stone (GPG IV)
  • Understanding Intelligence in Games using Player Traces and Interactive Player Graphs, G. Michael Youngblood and Priyesh N. Dixit (GPG VII)
  • Using a Neural Network in a Game: A Concrete Example, John Manslow (GPG II)
  • Using Lanchester Attrition Models to Predict the Results of Combat, John Bolton (GPG V)
  • Using the Quantified Judgment Model for Engagement Analysis, Michael Ramsey (GPG VI)

Section: Scripting and Data-Driven Systems (GPG VI, VII)

  • Automatic Lua Binding System, Julien Hamaide (GPG VII)
  • Binding C/C++ Objects to Lua, Waldemar Celes, Luiz Henrique de Figueiredo, and Roberto Ierusalimschy (GPG VI)
  • Dance with Python’s AST, V-Media (GPG VII)
  • Dataports, Martin Linklater (GPG VII)
  • Exposing Actor Properties Using Nonintrusive Proxies, Matthew Campbell and Curtis Murphy (GPG VI)
  • Game Object Component System, Chris Stoy (GPG VI)
  • Managing High-Level Script Execution Within Multithreaded Environments, Sébastien Schertenleib (GPG VI)
  • Programming Advanced Control Mechanisms with Lua Coroutines, Waldemar Celes, Luiz Henrique de Figueiredo, and Roberto Ierusalimschy (GPG VI)
  • Scripting Language Survey, Diego Garcés (GPG VI)
  • Serializing C++ Objects into a Database Using Introspection, Joris Mans (GPG VII)
  • Support Your Local Artist – Adding Shaders to Your Engine, Curtiss Murphy (GPG VII)

Section: Polygonal Techniques (GPG I), Pixel Effects (GPG I), Geometry Management (GPG II), Graphics Display (GPG II), Graphics (GPG III, IV, V, VI, VII, VIII)

  • 2.5 Dimensional Impostors for Realistic Trees and Forrests, Gabor Szijarto (GPG V – Graphics)
  • 2D Lens Flare, Yossarian King (GPG I – Pixel Effects)
  • 3D Collision Detection, Kevin Kaiser (GPG I – Polygonal Techniques)
  • 3D Tricks for Isometric Engines, Greg Snook (GPG III – Graphics)
  • A Fast and Simple Skinning Technique, Torgeir Hagland (GPG I – Polygonal Techniques)
  • A Fast Cylinder-Frustrum Intersection Test, Eric Lengyel (GPG I – Polygonal Techniques)
  • A Framework for Realistic Character Locomotion, Thomas Young (GPG III – Graphics)
  • A Programmable Vertex Shader Compiler, Adam Lake (GPG III – Graphics)
  • A Simple Method for Rendering Gemstones, Thorsten Scheuermann (GPG V – Graphics)
  • Adjusting Real-Time Lighting for Shadow Volumes and Optimized Meshes, Alex Vlachos, Chris Oat (GPG IV – Graphics)
  • Advanced Particle Deposition, Jeremy Hayes (GPG VII – Graphics)
  • Advanced Texturing Using Texture Coordinate Generation, Ryan Woodland (GPG I – Pixel Effects)
  • Ambient Occlusion Using DirectX Compute Shader , Jason Zink (GPG VIII – Graphics)
  • An Advanced Decal System, Joris Mans and Dmitry Andreev (GPG VII – Graphics)
  • An Alternative Model for Shading of Diffuse Light for Rough Materials, Tony Barrera, Barrera Kristiansen AB, Anders Hast and Ewert Bengtsson (GPG VII – Graphics)
  • Animating Relief Impostors Using Radial Basis Functions Textures, Vitor Fernando Pamplona, Manuel M. Oliveira, and Luciana Porcher Nedel (GPG VII – Graphics)
  • Applying Decals to Arbitrary Surfaces, Eric Lengyel (GPG II – Geometry Management)
  • Approximating Fish Tank Refractions, Alex Vlachos (GPG II – Geometry Management)
  • Art Based Rendering with Graftal Imposters, Joshua A. Doss (GPG VII – Graphics)
  • Attenuation Maps, Sim Dietrich (GPG I – Pixel Effects)
  • Billboard Beams, Brian Hawkins (GPG III – Graphics)
  • Camera Control Techniques, Dante Treglia (GPG I – Polygonal Techniques)
  • Cartoon Rendering Using Texture Mapping and Programmable Vertex Shaders, Adam Lake (GPG II – Graphics Display)
  • Cartoon Rendering: Real-time Silhouette Edge Detection and Rendering, Carl S. Marshall (GPG II – Graphics Display)
  • Carving Static Shadows into Geometry, Alex Vlachos (GPG IV – Graphics)
  • Cheap Talk: Dynamic Real-Time Lipsync, Timothy E. Roden (GPG VII – Graphics)
  • Classic Super Mario 64 Third-Person Control and Animation, Steve Rabin (GPG II – Geometry Management)
  • Clipmapping on SM1.1 and Higher, Ben Garney (GPG VII – Graphics)
  • Combined Depth and ID-Based Shadow Buffers, Kurt Pelzer (GPG IV – Graphics)
  • Comparison of VIPM Methods, Tom Forsyth (GPG II – Geometry Management)
  • Compressed Axis-Aligned Bounding Box Trees, Miguel Gomez (GPG II – Geometry Management)
  • Computing Optimized Shadow Volumes for Complex Data Sets, Alex Vlachos and Drew Card (GPG III – Graphics)
  • Computing the Distance into a Sector, Steven Ranck (GPG I – Polygonal Techniques)
  • Convincing-Looking Glass for Games, Gabor Nagy (GPG I – Pixel Effects)
  • Cube Map Lighting Techniques, Kenneth L. Hurley (GPG III – Graphics)
  • Curvature Simulation Using Normal Maps, Oscar Blasco (GPG III – Graphics)
  • Direct Access Quadtree Lookup, Matt Pritchard (GPG II – Geometry Management)
  • Dynamic Gamma Using Sampled Scene Luminance, Michael Dougherty, Dave McCoy (GPG IV – Graphics)
  • Dynamic Per-Pixel Lighting Techniques, Dan Ginsburg and Dave Gosselin (GPG II – Graphics Display)
  • Enhanced Object Culling with (Almost) Oriented Bounding Boxes, Ben St. John (GPG VI – Graphics)
  • Eye-View Pixel Anti-Aliasing for Irregular Shadow Mapping , Nico Galoppo (GPG VIII – Graphics)
  • Fast and Simple Occlusion Culling, Wagner Corrêa, James Klosowski, and Cláudio Silva (GPG III – Graphics)
  • Fast Collision Detection for 3D Bones-Based Articulated Characters, Oliver Heim, Carl S. Marshall, and Adam Lake (GPG IV – Graphics)
  • Fast Font Rendering with Instancing, Aurelio Reis (GPG VIII – Graphics)
  • Fast Heightfield Normal Calculation, Jason Shankel (GPG III – Graphics)
  • Fast Patch Normals, Martin Brownlow (GPG III – Graphics)
  • Fast Per-Pixel Lighting with Many Lights, Frank Puig Placeres (GPG VI – Graphics)
  • Fast Sepia Tone Conversion, Marwan Y. Ansari (GPG IV – Graphics)
  • Filling in the Gaps-Advanced Animation Using Stitching and Skinning, Ryan Woodland (GPG I – Polygonal Techniques)
  • Fractal Terrain Generation – Fault Formation, Jason Shankel (GPG I – Polygonal Techniques)
  • Fractal Terrain Generation – Midpoint Displacement, Jason Shankel (GPG I – Polygonal Techniques)
  • Fractal Terrain Generation – Particle Deposition, Jason Shankel (GPG I – Polygonal Techniques)
  • Generating Procedural Clouds Using 3D Hardware, Kim Pallister (GPG II – Graphics Display)
  • GPU Shadow Volume Construction for Nonclosed Meshes, Warrick Buchanan (GPG IV – Graphics)
  • GPU Terrain Rendering, Harald Vistnes (GPG VI – Graphics)
  • Gridless Controllable Fire, Neeharika Adabala, Charles Hughes (GPG V – Graphics)
  • Ground-Plane Shadows, Yossarian King (GPG I – Pixel Effects)
  • Hardware Bump Mapping, Sim Dietrich (GPG I – Pixel Effects)
  • Hardware Skinning with Quaternions, Jim Hejl (GPG IV – Graphics)
  • Heat and Haze Post-Processing Effects, Chris Oat, Natalya Tatarchuck (GPG IV – Graphics)
  • High Dynamic Range Rendering Using OpenGL Frame Buffer Objects, Allen Sherrod (GPG VI – Graphics)
  • High Performance Subdivision Surfaces, Chris Lomont (GPG VII – Graphics)
  • Impostors: Adding Clutter, Tom Forsyth (GPG II – Graphics Display)
  • Improved Deformation of Bones, Jason Weber (GPG III – Graphics)
  • Improving Environment-Mapped Reflection Using Glossy Prefiltering and the Fresnel Term, Anis Ahmad (GPG I – Pixel Effects)
  • Interactive Fluid Dynamics and Rendering on the GPU, Frank Luna (GPG VI – Graphics)
  • Interpolated 3D Keyframe Animation, Herbert Marselas (GPG I – Polygonal Techniques)
  • Let It Snow, Let It Snow, Let It Snow (and Rain), Niniane Wang and Bretton Wade (GPG V – Graphics)
  • Loose Octrees, Thatcher Ulrich (GPG I – Polygonal Techniques)
  • Mapping Large Textures for Outdoor Terrain Rendering, Antonio Seoane, Javier Taibo, Luis Hernández, and Alberto Jaspe (GPG VII – Graphics)
  • Methods for Dynamic, Photorealistic Terrain Lighting, Naty Hoffman and Kenny Mitchell (GPG III – Graphics)
  • Motif-Based Static Lighting, Steven Ranck (GPG I – Pixel Effects)
  • Motion Capture Data Compression, Soren Hannibal (GPG IV – Graphics)
  • Multi-Resolution Deferred Shading, Hyunwoo Ki (GPG VIII – Graphics)
  • Multi-Resolution Maps for Interaction Detection (Collision Detection), Jan Svarovsky (GPG I – Polygonal Techniques)
  • Never Let ‘Em See You Pop – Issues in Geometric Level of Detail Selection, Yossarian King (GPG I – Polygonal Techniques)
  • Object Occlusion Culling, Tim Round (GPG I – Polygonal Techniques)
  • Octree Construction, Dan Ginsburg (GPG I – Polygonal Techniques)
  • Operations for Hardware-Accelerated Procedural Texture Animation, Greg James (GPG II – Graphics Display)
  • Optimizing Vertex Submission for OpenGL, Herbert Marselas (GPG I – Polygonal Techniques)
  • Overlapped Execution on Programmable Graphics Hardware, Allen Hux (GPG VIII – Graphics)
  • Perspective Shadow Maps, Marc Stamminger , George Drettakis, and Carsten Dachsbacher (GPG IV – Graphics)
  • Poster Quality Screenshots, Steve Rabin (GPG IV – Graphics)
  • Powerful Explosion Effects Using Billboard Particles, Steve Rabin (GPG V – Graphics)
  • Practical Priority Buffer Shadows, D. Sim Dietrich Jr. (GPG II – Graphics Display)
  • Practical Sky Rendering for Games, Aurelio Reis (GPG VI – Graphics)
  • Principles and Practice of Screen Space Ambient Occlusion , Dominic Filion (GPG VIII – Graphics)
  • Procedural Level Generation, Timothy Roden and Ian Parberry (GPG V – Graphics)
  • Procedural Texturing, Mike Milliger (GPG III – Graphics)
  • Realistic Cloud Rendering on Modern GPUs, Jean-Francois Dube (GPG V – Graphics)
  • Real-Time Halftoning: Fast and Simple Stylized Shading, Bert Freudenberg, Maic Masuch, and Thomas Strothotte (GPG IV – Graphics)
  • Real-Time Realistic Terrain Generation, Guy W. Lecky-Thompson (GPG I – Polygonal Techniques)
  • Real-Time Shadows on Complex Objects, Gabor Nagy (GPG I – Pixel Effects)
  • Recombinant Shaders, Dominic Filion (GPG V – Graphics)
  • Reducing Cumulative Errors in Skeletal Animations, Bill Budge (GPG VII – Graphics)
  • Refraction Mapping for Liquids in Containers, Alex Vlachos and Jason L. Mitchell (GPG I – Pixel Effects)
  • Rendering Distant Scenery with Skyboxes, Jason Shankel (GPG II – Geometry Management)
  • Rendering Print Resolution Screenshots, Alex Vlachos and Evan Hart (GPG II – Geometry Management)
  • Rendering Road Signs Sharply, Jörn Loviscach and Hochschule Bremen (GPG VI – Graphics)
  • Rendering with Handcrafted Shading Models, Jan Kautz (GPG III – Graphics)
  • Self-Shadowing Characters, Alex Vlachos, David Gosselin, and Jason L. Mitchell (GPG II – Geometry Management)
  • Simplified Terrain Using Interlocking Tiles, Greg Snook (GPG II – Geometry Management)
  • Simulated Real-Time Lighting Using Vertex Color Interpolation, Jorge Freitas (GPG I – Pixel Effects)
  • Skin Splitting for Optimal Rendering, Dominic Filion (GPG VI – Graphics)
  • Spatial Partitioning Using an Adaptive Binary Tree, Martin Fleisz (GPG VI – Graphics)
  • Sphere Trees for Fast Visibility Culling, Ray Tracing, and Range Searching, John W. Ratcliff (GPG II – Geometry Management)
  • Subdivision Surfaces for Character Animation, William Leeson (GPG III – Graphics)
  • Synthesis of Realistic Idle Motion for Interactive Characters, Arjan Egges, Thomas Di Giacomo, and Nadia Magnenat-Thalmann (GPG VI – Graphics)
  • Techniques for Effective Vertex and Fragment Shading on the SPUs, Steven Tovey (GPG VIII – Graphics)
  • Techniques to Apply Team Colors to 3D Models, Greg Seegert (GPG IV – Graphics)
  • Terrain Occlusion Culling with Horizons, Glenn Fiedler (GPG IV – Graphics)
  • Texture Masking for Faster Lens Flare, Chris Maughan (GPG II – Graphics Display)
  • Textures as Lookup Tables for Per-Pixel Lighting Computations, Alex Vlachos, John Isidoro, and Chris Oat (GPG III – Graphics)
  • The Vector Camera, David Paull (GPG I – Polygonal Techniques)
  • T-Junction Elimination and Retriangulation, Eric Lengyel (GPG III – Graphics)
  • Triangle Strip Creation, Optimizations, and Rendering, Carl S. Marshall (GPG III – Graphics)
  • Tweaking a Vertex’s Projected Depth Value, Eric Lengyel (GPG I – Polygonal Techniques)
  • Unique Textures, Tom Forsyth (GPG III – Graphics)
  • Using 3D Hardware for 2D Sprite Effects, Mason McCuskey (GPG I – Pixel Effects)
  • View Frustum Culling of Catmull-Clark Patches in DirectX 11, Raul P. Sathe (GPG VIII – Graphics)
  • View-Independent Progressive Meshing, Jan Svarovsky (GPG I – Polygonal Techniques)
  • Volumetric Post-Processing, Dominic Filion, Syvain Boisse (GPG V – Graphics)
  • Widgets: Rendering Fast and Persistent Foliage, Martin Brownlow (GPG V – Graphics)

Section: NetWork and Multiplayer (GPG III, IV, V, VI, VII, VIII)

  • A Flexible Simulation Architecture for Massively Multiplayer Games, Thor Alexander (GPG III)
  • A Network Monitoring and Simulation Tool, Andrew Kirmse (GPG III)
  • A Reliable Messaging Protocol, Martin Brownlow (GPG V)
  • Asynchronous I/O for Scalable Game Servers , Neil Gower (GPG VIII)
  • Authentication for Online Games, Jon Watte (GPG VII)
  • Bit Packing: A Network Compression Technique, Pete Isensee (GPG IV)
  • Complex Systems Based High-Level Architecture for Massively Multiplayer Games, Viknashvaran Narayanasamy, Kok-Wai Wong, and Chun Che Fung (GPG VI)
  • Creating Multiplayer Games with DirectPlay 8.1, Gabriel Rohweder (GPG III)
  • Designing a Vulgarity Filtering System, Shekhar Dhupelia (GPG V)
  • Dynamically Adaptive Streaming of 3D Data for Animated Characters, Thomas Di Giacomo, HyungSeok Kim, Stephane Garchery, and Nadia Magnenat-Thalmann and Chris Joslin (GPG VI –
  • Efficient MMP Game State Storage, Justin Quimby (GPG IV)
  • Fast and Efficient Implementation of a Remote Procedure Call System, Hyun-jik Bae (GPG V)
  • Game Network Debugging with Smart Packet Sniffers, David L. Koenig (GPG VII)
  • General Lobby Design and Development, Shekhar Dhupelia (GPG IV)
  • Generating Globally Unique Identifiers for Game Objects, Yongha Kim (GPG VI)
  • High-Level Abstraction of Game World Synchronization, Hyun-jik Bae (GPG VII)
  • Implementing a Seamless World Server, Patrick Duquette (GPG V)
  • Introduction to 3D Streaming Technology in Massively Multiplayer Online Games, Kevin Kaichuan He (GPG VIII)
  • Keeping a Massively Multiplayer Online Game Massive, Online, and Persistent, Shea Street (GPG V)
  • Massively Multiplayer Online Prototype Utilizing Second Life for Game Concept Prototyping, Peter Smith (GPG VI)
  • Minimizing Latency in Real-Time Stategy Games, Jim Greer and Zachary Booth Simpson (GPG III)
  • Overcoming Network Address Translation in Peer-to-Peer Communications, Jon Watte (GPG V)
  • Practical Application of Parallel-State Machines in a Client-Server Environment, Jay Lee (GPG IV)
  • Real-Time Strategy Network Protocol, Jan Svarovsky (GPG III)
  • Reliable Peer-to-Peer Gaming Connections Penetrating NAT, Larry Shi and Ying Sha (GPG VI)
  • Safe Random Number Systems, Shekhar Dhupelia (GPG V)
  • Scaling Multiplayer Servers, Justin Randall (GPG III)
  • Secure by Design, Adam Martin (GPG V)
  • Secure Channel Communication, Chris Lomont (GPG VIII)
  • Secure Sockets, Pete Isensee (GPG III)
  • Social Networks in Games: Playing with Your Facebook Friends, Claus Höfele (GPG VIII)
  • Template-Based Object Serialization, Jason Beardsley (GPG III)
  • Thousands of Clients per Server, Adam Martin (GPG IV)
  • Time and Consistency Management for Multiserver-Based MMORPGs, Larry Shi, Tao Zhang (GPG IV)
  • Wireless Gaming Using the Java Micro Edition, David Fox (GPG III)

Section: Audio ( GPG II, III, IV, V, VI, VII, VIII)

  • A Basic Music Sequencer for Games, Scott Patterson (GPG II)
  • A Brief Introduction to OpenAL, Joe Valenzuela (GPG IV)
  • A Cheap Doppler Effect, Julien Hamaide (GPG VI)
  • A Lightweight Generator for Real-Time Sound Effects, Frank Luchs (GPG VI)
  • A Low-Level Sound API, Ian Lewis (GPG II)
  • A Practical DSP Radio Effect, Ian Ni-Lewis (GPG VIII)
  • A Simple Real-Time Lip-Synching System, Jake Simpson (GPG IV)
  • A Technique to Instantaneously Reuse Voices in a Sample-based Synthesizer, Thomas Engel (GPG II)
  • An Interactive Music Sequencer for Games, Scott Patterson (GPG II)
  • Audio Compression with Ogg Vorbis, Jack Moffitt (GPG III)
  • Audio Signal Processing Using Programmable Graphics Hardware, Mark France (GPGVII)
  • Context-Driven, Layered Mixing, Robert Sparks (GPGVII)
  • Controlling Real-Time Sound Synthesis from Game Physics, Frank Luchs (GPG IV)
  • Creating a Compelling 3D Audio Environment, Garin Hiebert (GPG III)
  • Creating an Audio Scripting System, Borut Pfeifer (GPG IV)
  • Dynamic Variables and Audio Programming, James Boer (GPG IV)
  • Empowering Your Audio Team with a Great Engine , Mat Noguchi (GPG VIII)
  • Faking Real-Time DSP Effects, Robert Sparks (GPG VI)
  • Fast Environmental Reverb Based on Feedback Delay Networks, Christian Schuler (GPG V)
  • Game Audio Design Patterns, Scott Patterson (GPG II)
  • Implementing an Environmental Audio Solution Using EAX and ZoomFX, Scott Velasquez (GPG IV)
  • Interactive Processing Pipeline for Digital Audio, Keith Weiner (GPG II)
  • Introduction to Single-Speaker Speech Recognition, Julien Hamaide (GPG V)
  • Linear Predictive Coding for Voice Compression and Effects, Eddie Edwards (GPG III)
  • Listen Carefully: You Probably Won’t Hear This Again, Stephan Schütze (GPGVII)
  • MultiStream – The Art of Writing a Next-Gen Audio Engine, Jason Page (GPGVII)
  • Multithreaded Audio Programming Techniques, James Boer (GPG V)
  • Obstruction Using Axis-Aligned Bounding Boxes, Carlo Vogelsang (GPG III)
  • Potentially Audible Sets, Dominic Filion (GPG VI)
  • Real-Time Audio Effects Applied, Ken Noland (GPGVII)
  • Real-Time Mixing Busses, James Boer (GPG VI)
  • Real-Time Modular Audio Processing for Games, Frank Luchs (GPG III)
  • Real-Time Sound Generation from Deformable Meshes, Marq Singer (GPG VI)
  • Real-Time Sound Synthesis for Rigid Bodies , Zhimin Ren and Ming Lin (GPG VIII)
  • Software-based DSP Effects, Ian Lewis (GPG II)
  • Sound Management by Group, Matthew Harmen (GPG V)
  • The Stochastic Synthesis of Complex Sounds, Phil Burk (GPG III)
  • Using 3D Surfaces as Audio Emitters, Sami Hamlaoui (GPG V)
  • Using the Biquad Resonant Filter, Phil Burk (GPG III)

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