Core Techniques and Algorithms in Game Programming
Book Details:
Pages: | 888 |
Published: | Sep 21 2003 |
Posted: | Nov 19 2014 |
Language: | English |
Book format: | PDF |
Book size: | 10.99 MB |
Book Description:
To even try to keep pace with the rapid evolution of game development, you need a strong foundation in core programming techniques-not a hefty volume on one narrow topic or one that devotes itself to API-specific implementations. Finally, there's a guide that delivers! As a professor at the Spanish university that offered that country's first master's degree in video game creation, author Daniel Sanchez-Crespo recognizes that there's a core programming curriculum every game designer should be well versed in-and he's outlined it in these pages! By focusing on time-tested coding techniques-and providing code samples that use C++, and the OpenGL and DirectX APIs-Daniel has produced a guide whose shelf life will extend long beyond the latest industry trend. Code design, data structures, design patterns, AI, scripting engines, 3D pipelines, texture mapping, and more: They're all covered here-in clear, coherent fashion and with a focus on the essentials that will have you referring back to this volume for years to come.
Techniques and Algorithms
Real-Time Video Compression: Techniques and Algorithms introduces the XYZ video compression technique, which operates in three dimensions, eliminating the overhead of motion estimation. First, video compression standards, MPEG and H.261/H.263, are described. They both use asymmetric compression algorithms, based on motion estimation. Their encoders are much more complex than decoders. The XYZ technique uses a symmetric algorithm, based on the Three-Dimensional Discrete Cosine Transform (3D-DCT). 3D-DCT was originally suggested for compression about twenty years ago; however, at that time the computational complexity of the algorithm was too high, it required large buffer memory, and was not as effective as motion estimation. We have resurrected the 3...
2nd Edition
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