Contents. Contributor Bios. Foreword. About the Cover Image,. xix SECTION 1 GENERAL PROGRAMMING 1

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1 Contents Foreword Preface xi xv About the Cover Image,. xix Contributor Bios xxi SECTION 1 GENERAL PROGRAMMING 1 Introduction 3 William ff. Dämon III 1.1 Context-Sensitive HUDs for Editors, 5 Adam Martin, Grex Games 1.2 Parsing Text Data in Games 17 Aurelio Reis 1.3 Component Based Object Management 25 Bjarne Rene, Circle Studio ltd 1.4 Using Templates for Reflection in C Domink Filion, ArtificialMind & Movement 1.5 Sphere Trees for Speedy BSPs 55 Domink Filion, Artificial Mind dr Movement 1.6 Improved Frustum Culling 65 Frank Puig Piaceres 1.7 Generic Pager 79 Ignacio Incera Cruz 1.8 Large-Scale Stack-Based State Machines 93 James Boer 1.9 CSG Construction Using BSP Trees 103 Octavian Marias Cbincisan 1.10 Building Lua into Games 115 Matthew Harmon, evinteractive Corporation

2 vi Contents 1.11 Improving Freelists with Policy Based Design 129 Nathan Mefford 1.12 A Real-Time Remote Debug Message Logger 143 Patrick Duquette, Microids Canada Inc A Transparent Class Saving and Loading Trick. 149 Patrick Meehan 1.14 An Effective Cache-Oblivious Implementation of the ABT Tree 159 Sebastien Schertenieib, Swiss Federal Institute of Technology (EPFL), Virtual Reality Lab (VRlab) 1.15 Visual jal Design of State Machines Scott Jacobs 1.16 A Generic Component Library 177 Warrick Buchanan 1.17 Choose Your Path A Menü System 189 Wendy Jones SECTION 2 MATHEMATICS 197 Introduction Eric Lengyel, Naughty Dog Inc. t Using Geometrie Algebra for Computer Graphics 201 Chris Lomont 2.2 Minimal Acceleration Hermite Curves 225 Tony Barrera, Barrera Kristiamen AB; Anders Hast, Creative Media Lab, University ofgävle; and Ewert Bengtsson, Centre for Image Analysis, Uppsala University 2.3 Spline-Based Time Control for Animation 233 James M. Van Verth, Red Storm Entertainment 2.4 Faster Quaternion Interpolation Using Approximations 247 Andy Thomason 2.5 Minimax Numerical Approximation 269 Christopher Tremblay 2.6 Oblique View Frustums for Mirrors and Portals 281 Eric Lengyel

3 Contents ^ ^ ; _ SECTION 3 ARTIFICIAL INTELL1GENCE 295 Introduction 297 Robin Hunicke, Northwestern University 3.1 Automatic Cover Finding with Navigation Meshes 299 Borut Pfeifer, RadicalEntertainment 3.2 Fast Target Ranking Using an Artificial Potential Field 307 Markus Breyer, Factor Using Lanchester Attrition Models to Predict the Results of Combat 317 John Bolton, Page 44 Studios, LLC 3.4 Implementing Practical Planning for Game AI 329 Jamie Cheng, Relic Entertainment Inc., and Finnegan Southey, University ofalberta, Department of Computing Science 3.5 Optimizing a Decision Tree Query Algorithm for Multithreaded Architectures 345 Chuck DeSylva, Intel Corporation 3.6 Parallel AI Development with PVM 353 Michael Ramsey, 2015 Inc. 3.7 Beyond A* 367 Mario Grimani, Xtreme Strategy Games and Matthew Titelbaum, Monolith Productions 3.8 Advanced Pathfinding with Minimal Replanning Cost: Dynamic A Star (D*) 383 Marco Tombesi SECTION 4 PHYSICS 391 Introduction Mike Dickheiser, Red Storm Entertainment 4.1 Back of the Envelope Aerodynamics for Game Physics 395 Graham Rhodes, Applied Research Associates, Inc. 4.2 Dynamic Grass Simulation and Other Natural Effects Rishi Ramraj, The University ofwaterloo

4 VIII ^ Contents 4.3 Realistic Cloth Animation Using the Mass-Spring Model 421 Juan M. Cordero, Dep. de Lenguajesy Sistemas Informdticos, Universidad de Sevilla 4.4 Practical Animation of Soft Bodies for Game Development: The Pressurized Soft-Body Model 435 Maciej Matyka, University ofwrocfaw 4.5 Adding Life to Ragdoll Simulation Using Feedback Control Systems 449 Michael Mandel, Apple Computer 4.6 Designing a Prescripted Physics System 457 Daniel F. Higgins 4.7 Prescripted Physics: Techniques and Applications 473 Shawn Shoemaker 4.8 Realistic Camera Movement in a 3D Car Simulator. 483 Barnabds Aszödi and Szabolcs Czuczor, Budapest University of Technology and Economics, Department of Control Engineering and Information Technology Computer Graphics Group SECTION 5 GRAPHICS 495 Introduction 497 Jason L. Mitchell, ATI Research 5.1 Realistic Cloud Rendering on Modern GPUs 499 Jean-Francois Dube, UBISOFT 5.2 Let It Snow, Let It Snow, Let It Snow (and Rain) 507 Niniane Wang, Google Inc., and Bretton Wade, Microsoft Corporation 5.3 Widgets: Rendering Fast and Persistent Foliage 515 Martin Brownlow Dimensional Impostors for Realistic Trees and Forests 527 Gabor Szijdrtö, Technical University of Budapest 5.5 Gridless Controllable Fire 539 Neeharika Adabala, School of Computer Science, University of Central Florida, and Charles E. Hughes, School of Computer Science and School offilm and Digital Media, University of Central Florida 5.6 Powerful Explosion Effects Using Billboard Particles 551 Steve Rabin, Nintendo of America Inc.

5 Contents j x 5.7 A Simple Method for Rendering Gemstones 561 Thorsten Scheuermann, ATI Research 5.8 Volumetrie Post-Processing 571 Dominic Filion, Artificial Mind & Movement, and Sylvain Baisse, Motorola 5.9 Procedural Level Generation 579 Timothy E. Roden andlan Parberry, University of North Texas 5.10 Recombinant Shaders 589 Dominic Filion, Artificial Mind & Movement SECTION 6 NETWORK AND MULTIPLAYER. 599 Introduction 601 Shekhar Dhupelia 6.1 Keeping a Massively Multiplayer Online Game Massive, Online, and Persistent 603 Shea Street, Tantrum Games 6.2 Implementing a Seamless World Server 611 Patrick Duquette, UBISOFT Entertainment Inc. 6.3 Designing a Vulgarity Filtering System 621 Shekhar Dhupelia 6.4 Fast and Efficient Implementation of a Remote Procedura Call System 627 Hyun-jik Bae 6.5 Overcoming Network Address Translation in Peer-to-Peer Communications 643 Jon Watte 6.6 A Reliable Messaging Protocol 665 Martin Brownlow 6.7 Safe Random Number Systems 673 Shekhar Dhupelia 6.8 Secure by Design 681 Adam Martin, Grex Games

6 x _,.., Contents SECTION 7 AUDIO 693 Introduction 695 Mark DeLoura 7.1 Multithreaded Audio Programming Techniques 697 James Boer 7.2 Sound Management by Group.713 Matthew Harmon, evinteractive Corporation 7.3 Using 3D Surfaces as Audio Emitters 721 Samt Hamlaoui 7.4 Fast Environmental Reverb Based on Feedback Delay Networks Christian Schüler, Phenomic Game Development 7.5 Introduction to Single-Speaker Speech Recognition 741 Julien Hamaide About the CD-ROM Index 7S1 753

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