GAME PROGRAMMING GEMS 8

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1 GAME PROGRAMMING GEMS 8 Edited by Adam Lake Course Technology PTR A part ofcengage Learning o COURSE TECHNOLOGY? CENGAGE Learning- Australia, Brazil, Japan, Korea, Mexico, Singapore, Spain, United Kingdom, United States

2 Contents Preface Contributors ix xiv Section 1 Graphics 1 Introduction 1 Jason Mitchell, Valve 1.1 Fast Font Rendering with Instancing 3 Aurelio Reis, id Software 1.2 Principles and Practice of Screen Space Ambient Occlusion 12 Dominic Filion, Blizzard Entertainment 1.3 Multi-Resolution Deferred Shading 32 Hyunwoo Ki, INNOACE Co., Ltd 1.4 View Frustum Culling of Catmull-Clark Patches in DirectX Rahul P. Sathe, Intel Advanced Visual Computing (AVC) 1.5 Ambient Occlusion Using DirectX Compute Shader 50 Jason Zink 1.6 Eye-View Pixel Anti-Aliasing for Irregular Shadow Mapping 74 Nico Galoppo, Intel Advanced Visual Computing (AVC) 1.7 Overlapped Execution on Programmable Graphics Hardware Allen Hux, Intel Advanced Visual Computing (AVC) 1.8 Techniques for Effective Vertex and Fragment Shading on the SPUs Steven Tovey, Bizarre Creations Ltd. iii

3 iv Table of Contents Section 2 Physics and Animation 119 Introduction 119 Jeff Lander, Darwin 3D, LLC 2.1 A Versatile and Interactive Anatomical Human Face Model 121 Marco Fratarcangeli 2.2 Curved Paths for Seamless Character Animation 132 Michael Lewin 2.3 Non-Iterative, Closed-Form, Inverse Kinematic Chain Solver (NCF IK). 141 Philip Taylor 2.4 Particle Swarm Optimization for Game Programming 152 Dario L. Sancho-Pradel 2.5 Improved Numerical Integration with Analytical Techniques 168 Eric Brown 2.6 What a Drag: Modeling Realistic Three-Dimensional Air and Fluid Resistance B. Charles Rasco, Ph.D., President, Smarter Than You Software 2.7 Application of Quasi-Fluid Dynamics for Arbitrary Closed Meshes KrzysztofMieloszyk, Gdansk University of Technology 2.8 Approximate Convex Decomposition for Real-Time Collision Detection 202 KhaledMamou Section 3 AS 211 Introduction 211 Borut Pfeifer 3.1 Al Level of Detail for Really Large Worlds 213 Cyril Brom, Charles University in Prague Tomds Poch, Ondrej Sery 3.2 A Pattern-Based Approach to Modular Al for Games 232 Kevin Dill, Boston University

4 Table of Contents v 3.3 Automated Navigation Mesh Generation Using Advanced Growth-Based Techniques 244 D. Hunter Hale 3.4 A Practical Spatial Architecture for Animal and Agent Navigation Michael Ramsey Blue Fang Games, LLC 3.5 Applying Control Theory to Game Al and Physics 264 Brian Pickrell 3.6 Adaptive Tactic Selection in First-Person Shooter (FPS) Games Thomas Hartley, Institute of Gaming and Animation (IGA), University ofwolverhampton Quasim Mehdi, Institute of Gaming and Animation (IGA), University ofwolverhampton 3.7 Embracing Chaos Theory: Generating Apparent Unpredictability through Deterministic Systems 288 Dave Mark, Intrinsic Algorithm LLC 3.8 Needs-Based Al 302 Robert Zubek 3.9 A Framework for Emotional Digital Actors 312 Phil Carlisle 3.10 Scalable Dialog Authoring 323 Baylor Wetzel, Shikigami Games 3.11 Graph-Based Data Mining for Player Trace Analysis in MMORPGs Nikhil S. Ketkar and G. Michael Youngblood Section 4 General Programming 353 Introduction 353 Doug Binks, Intel Semiconductors AG 4.1 Fast-lsA 355 Joshua Grass, PhD 4.2 Registered Variables 363 Peter Dalton, Smart Bomb Interactive 4.3 Efficient and Scalable Multi-Core Programming 373 Jean-Francois Dubi, Ubisoft Montreal

5 vi Table of Contents 4.4 Game Optimization through the Lens of Memory and Data Access Steve Rabin, Nintendo of America Inc. 4.5 Stack Allocation 393 Michael Dailly 4.6 Design and Implementation of an In-Game Memory Profiler 402 Ricky Lung 4.7 A More Informative Error Log Generator 409 J.L. Raza and Peter Iliev Jr. 4.8 Code Coverage for QA 416 Matthew Jack 4.9 Domain-Specific Languages in Game Engines 428 Gabriel Ware 4.10 A Flexible User Interface Layout System for Divergent Environments Gero Gerber, Electronic Arts (EA Phenomic) 4.11 Road Creation for Projectable Terrain Meshes 453 Igor Borovikov, Aleksey Kadukin 4.12 Developing for Digital Drawing Tablets 462 Neil Gower 4.13 Creating a Multi-Threaded Actor-Based Architecture Using Intel Threading Building Blocks 473 Robert Jay Gould, Square-Enix Section 5 Networking and Multiplayer 485 Introduction 485 Craig Tiller and Adam Lake 5.1 Secure Channel Communication 487 Chris Lomont 5.2 Social Networks in Games: Playing with Your Facebook Friends Claus Hofele, Team Bondi

6 Table of Contents vii 5.3 Asynchronous I/O for Scalable Game Servers 506 Neil Gower 5.4 Introduction to 3D Streaming Technology in Massively Multiplayer Online Games 514 Kevin Kaichuan He Section 6 Audio 539 Introduction 539 Brian Schmidt, Founder and Executive Director, GameSoundCon; President, Brian Schmidt Studios 6.1 A Practical DSP Radio Effect 542 Ian Ni-Lewis 6.2 Empowering Your Audio Team with a Great Engine 553 Mat Noguchi, Bungie 6.3 Real-Time Sound Synthesis for Rigid Bodies 563 Zhimin Ren and Ming Lin Section 7 General Purpose Computing on GPUs 573 Introduction 573 Adam Lake, Sr. Graphics Software Architect, Advanced Visual Computing, Intel 7.1 Using Heterogeneous Parallel Architectures with OpenCL 575 Udeepta Bordoloi, Benedict R. Gaster, and Marc Romankewicz, Advanced Micro Devices 7.2 PhysX GPU Rigid Bodies in Batman: Arkham Asylum 590 Richard Tonge, NVIDIA Corporation Ben Wyatt and Ben Nicholson, Rocksteady Studios 7.3 Fast GPU Fluid Simulation in PhysX 602 Simon Schirm and Mark Harris, NVIDIA Corporation Index 616

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