Here goes a list of links to freely available books online:
- OpenGL Shading Language (2nd edition) – old syntax, but still worth a visit.
- AI Game Development
- Algorithms in Game Programming
- Game Programming Gurus
Here goes a list of links to freely available books online:
Game Programming Gems I
Edited by Mark DeLoura. 2000
More information about this title at Amazon.com or Amazon.co.uk
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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Items were grouped by section, and ordered alphabetically
PhysX, NVIDIAs physics engine, has suffered a major revision and apparently a major rewrite. Details can be found at physxinfo.com, Geeks3D, and of course NVIDIA PhysX site.
Paul Firth has three physics tutorials (two of them for dummies 🙂 ) that look very interesting: Physics engines for dummies, Collision detection for dummies, and Speculative Contacts – a continuous collision engine approach.
Bullet physics library version 2.78 released.
New in Bullet 2.78
- Fracture and glueing demo that can break or glue child shapes of a btCompoundShape when certain impulse thresholds are exceeded.
See Bullet/Demos/FractureDemo- Breakable constraints, based on an applied impulse threshold.
See Bullet/Demos/ConstraintDemos- Improved binary .bullet file format with soft body serialization and
See Bullet/Demos/SerializeDemo- Polyhedral contact clipping and optional separating axis test (SAT) as alternative to GJK/EPA and incremental contact manifold, for btPolyhedralConvexShape derived shapes such as btConvexHullShape
See Demos/InternalEdgeDemo- OpenCL and DirectCompute cloth simulation improvements: GPU kernels for capsule collision detection and OpenCL-OpenGL interop
See Demos/OpenCLClothDemo and Demos/DX11ClothDemo- Speculative/predictive contact constraints as a method to perform continuous collision response.