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MirGames

MirGames Dev
09.06.05 14:15
0
1) Имеет ли смысл их выкладывать?
2) Какие книги стоит выложить в первую очередь?
3) Обмен e-book-ами?
#42
НовиЧЁк
15.12.05 02:58
0
Гы, у меня Краснов не в электронном виде-живой есть =)
#43
Один из первых
15.12.05 03:00
0
qweRTy
У мя тоже, весь, правда на бумаге :lol: . Но все же такие везучие...
Отредактировано: 15.12.05 03:01
#44
НовиЧЁк
15.12.05 03:16
0
Мля у Краснова две книги я слышал? у меня токо OpenGL....
P.S хотите страшилку расскажу, заказал однажды я книгу Краснова, а дискету с ней не прислали(реально)!, потом откудото скачал =)
#45
alex4x
15.12.05 15:55
0
А к книжке
Дж.Адамс - DirectX - продвинутая анимация (7,5Мб)

http://daddy.mirg.ru/books/dx_adv_anim.zip

Исходников, которые якобы должны на CD быть ни у кого нет ?
#46
alex4x
15.12.05 22:02
0
:) Daddy ! Спасибо за книжки !
#47
Hal
17.12.05 17:14
0
Спасибо за ShaderX2 Introducion and Tutorials with DirectX9, Daddy!!!
Кинь ссылку на
[Wordware] - DirectX 9 User Interfaces Design And Implementation (pdf).zip
плз!!!

У кого-нибудь есть ссылки на Game Programming Gems 3/4/5
и 3D Game Engine Architecture by D.H.Eberly???
#48
Hal
19.12.05 20:00
0
MS Press - Extreme Programming Adventures in CSharp - 2004.zip
[Microsoft] - Программирование для Microsoft Windows на С#. Том 1.zip
[Microsoft] - Программирование для Microsoft Windows на С#. Том 2.zip
[Харвест] - C# создание приложений для Windows.zip
Джесс Либерти Создание .NET приложений Программирование на C#.zip

[Premier] - Mathematics For Game Developers (pdf).zip
[Premier] - Muska And Lipman Game Interface Design (pdf).zip
[Premier] - Shaders for Game Programmers and Artists.rar
[Wordware] - 3D-Math Primer For Graphics And Game Development (pdf).zip
[Wordware] - DirectX 9 Audio Exposed. Interactive Audio Development[2004] (chm).zip
[Wordware] - DirectX 9 User Interfaces Design And Implementation (pdf).zip
[Wordware] - Programming Multiplayer Games (2004) (pdf).zip
[Wordware] - Vector Game Math Processors (pdf).zip
[Wordware] - Games That Sell! (pdf).zip
[Wordware] - Game Development and Production (2003) (pdf).zip
[Wordware] - Game Design Theory and Practice (2nd Ed) (2005) (chm).zip
[Wordware] - Game Design Theory and Practice (pdf).zip

- Вот на это ссылки не дашь? (Все были бы очень признательны :) )
#49
Почётный лектор
19.12.05 21:44
0
Цитата
Extreme Programming Adventures in CSharp

Прикольно :)
Не думал, что экстремальное программирование и C# могут как-то сочетаться.
#50
Один из первых
13.02.06 21:21
0
Последнее время меня часто спрашивают про GPU Gems 1,2. Размера они не маленького (например Gems2 - 170Мб книга + сорцы >200Мб), не каждый сможет скачать такое. Поэтому я как только выкачаю посмотрю что с этим можно сделать - разбить по главам, переконвертировать или еще как-то...
Ждемс.

собственно сорцы можно качать свободно тут:
GPU Gems 1
GPU Gems 2
Отредактировано: 14.02.06 18:00
#52
24.02.06 19:50
0
А вот самая путевая книжка. ИМХО.
www.forum.mirg.ru
#53
Один из первых
04.03.06 03:21
0
Изображение

SECTION 1 GENERAL PROGRAMMING
1.1 The Science of Debugging Games
1.2 An HTML-Based Logging and Debugging System
1.3 The Clock: Keeping Your Finger on the Pulse of the Game
1.4 Designing and Maintaining Large Cross-Platform Libraries
1.5 Fight Memory Fragmentation with Templated Freelists
1.6 A Generic Tree Container in C++
1.7 The Beauty of Weak References and Null Objects
1.8 A System for Managing Game Entities
1.9 Address-Space Managed Dynamic Arrays for Windows and the Xbox
1.10 Critically Damped Ease-In/Ease-Out Smoothing
1.11 A Flexible, On-the-Fly Object Manager
1.12 Using Custom RTTI Properties to Stream and Edit Objects
1.13 Using XML without Sacrificing Speed

SECTION 2 MATHEMATICS
2.1 Zobrist Hash Using the Mersenne Twister
2.2 Extracting Frustum and Camera Information
2.3 Solving Accuracy Problems in Large World Coordinates
2.4 Nonuniform Splines
2.5 Using the Covariance Matrix for Better-Fitting Bounding Objects
2.6 The Jacobian Transpose Method for Inverse Kinematics

SECTION 3 PHYSICS
3.1 Ten Fingers of Death: Algorithms for Combat Killing
3.2 Vehicle Physics Simulation for CPU-Limited Systems
3.3 Writing a Verlet-Based Physics Engine
3.4 Constraints in Rigid Body Dynamics
3.5 Fast Contact Reduction for Dynamics Simulation
3.6 Interactive Water Surfaces
3.7 Fast Deformations with Multilayered Physics
3.8 Modal Analysis for Fast, Stable Deformation

SECTION 4 ARTIFICIAL INTELLIGENCE
4.1 Third-Person Camera Navigation
4.2 Narrative Combat: Using Al to Enhance Tension in an Action Game
4.3 NPC Decision Making: Dealing with Randomness
4.4 An Object-Oriented Utility-Based Decision Architecture
4.5 A Distributed-Reasoning Voting Architecture
4.6 Attractors and Repulsors
4.7 Advanced Wall Building for RTS Games
4.8 Artificial Neural Networks on Programmable Graphics Hardware

SECTION 5 GRAPHICS
5.1 Poster Quality Screenshots
5.2 GPU Shadow Volume Construction for Nonclosed Meshes
5.3 Perspective Shadow Maps
5.4 Combined Depth and ID-Based Shadow Buffers
5.5 Carving Static Shadows into Geometry
5.6 Adjusting Real-Time Lighting for Shadow Volumes and Optimized Meshes
5.7 Real-Time Halftoning: Fast and Simple Stylized Shading
5.8 Techniques to Apply Team Colors to 3D Models
5.9 Fast Sepia Tone Conversion
5.10 Dynamic Gamma Using Sampled Scene Luminance
5.11 Heat and Haze Post-Processing Effects
5.12 Hardware Skinning with Quaternions
5.13 Motion Capture Data Compression
5.14 Fast Collision Detection for 3D Bones-Based
5.15 Terrain Occlusion Culling with Horizons

SECTION 6 NETWORK AND MULTIPLAYER
6.1 General Lobby Design and Development
6.2 Thousands of Clients per Server
6.3 Efficient MMP Game State Storage
6.4 Practical Application of Parallel-State Machines in a Client-Server Environment
6.5 Bit Packing: A Network Compression Technique
6.6 Time and Consistency Management for Multiserver-Based MMORPGs

SECTION 7 AUDIO
7.1 A Brief Introduction to OpenAL
7.2 A Simple Real-Time Lip-Synching System
7.3 Dynamic Variables and Audio Programming
7.4 Creating an Audio Scripting System
7.5 Implementing an Environmental Audio Solution Using EAX and ZoomFX
7.6 Controlling Real-Time Sound Synthesis from Game Physics

Game Programming Gems 4 (30 мб)
#54
аксакал
04.03.06 03:44
0
Daddy
ДАЙЙАТИБЯРАСЦЫЛУЙУ!
Спасибо большое! Уже давно хотел почитать нечто подобное...
#55
Один из первых
05.03.06 00:28
0
Изображение
1
2D GEOMETRY
Useful 2D Geometr
Trigonometry Summary
Useful Trigonometry
Trigonometric Functions at Select Points
Triangles
Generating Random Points in Triangles
Fast Line–Edge Intersections on a Uniform Grid
Anti-Aliasing Summary
Area of Intersection: Circle and a Half-Plane
Area of Intersection: Circle and a Thick Line
Area of Intersection: Two Circles
Vertical Distance from a Point to a Line
A Fast 2D Point-on-Line Test
Fast Circle–Rectangle Intersection Checking

2
2D RENDERING
Circles of Integral Radius on Integer Lattices
Nice Numbers for Graph Labels
Efficient Generation of Sampling Jitter Using Look-up Tables
Scan Conversion Summary
Fast Anti-Aliasing Polygon Scan Conversion
Generic Convex Polygon Scan Conversion and Clipping
ConcavePolygon Scan Conversion
Fast Scan Conversion of Arbitrary Polygons
Line-Drawing Summary
Digital Line Drawing
Symmetric Double Step Line Algorithm
Rendering Anti-Aliased Lines
An Algorithm for Filling in 2D Wide Line Bevel Joints
Rendering Fat Lines on a Raster Grid
Two-Dimensional Clipping: A Vector-Based Approach
Periodic Tilings of the Plane on a Raster

3
IMAGE PROCESSING
Anti-Aliasing Filters Summary
Convenient Anti-Aliasing Filters That Minimize “Bumpy” Sampling
Filters for Common Resampling Tasks
Smoothing Enlarged Monochrome Images
Median Finding on a 3 ´ 3 Grid
Ordered Dithering
A Fast Algorithm for General Raster Rotation
Useful 1-to-1 Pixel Transforms
Alpha Blending

4
FRAME BUFFER TECHNIQUES
Frame Buffers and Color Maps
Reading a Write-Only Write Mask
A Digital “Dissolve” Effect
Mapping RGB Triples onto Four Bits
What Are the Coordinates of a Pixel?
Proper Treatment of Pixels as Integers
Normal Coding
Recording Animation in Binary Order for Progressive Temporal Refinement
1-to-1 Pixel Transforms Optimized through Color-Map Manipulation
A Seed Fill Algorithm
Filling a Region in a Frame Buffer
Precalculating Addresses for Fast Fills, Circles, and Lines
A Simple Method for Color Quantization: Octree Quantization

5
3D GEOMETRY
Useful 3D Geometry
An Efficient Bounding Sphere
Intersection of Two Lines in Three-Space
Intersection of Three Planes
Mapping Summary
Digital Cartography for Computer Graphics
Albers Equal-Area Conic Map Projection.
Boxes and Spheres Summary
Spheres-to-Voxels Conversion
A Simple Method for Box-Sphere Intersection Testing

6
3D RENDERING
3D Grid Hashing Function
Backface Culling
Fast Dot Products for Shading
Scanline Depth Gradient of a Z-Buffered Triangle
Simulating Fog and Haze
Interpretation of Texture Map Indices
Multidimensional Sum Tables

7
RAY TRACING
A Simple Ray Rejection Test
Ray-Object Intersection Summary
Intersection of a Ray with a Sphere
An Efficient Ray-Polygon Intersection
Fast Ray-Polygon Intersection
Fast Ray-Box Intersection
Shadow Attenuation for Ray Tracing
Transparent Objects

8
NUMERICAL AND PROGRAMMING TECHNIQUES
Root Finding Summary
Cubic and Quartic Roots
A Bézier Curve-Based Root-Finder
Using Sturm Sequences to Bracket Real Roots of Polynomial Equations
Distance Measures Summary
A High-Speed, Low Precision Square Root
A Fast Approximation to the Hypotenuse
A Fast Approximation to 3D Euclidean Distance
Full-Precision Constants
Converting between Bits and Digits
Storage-free Swapping
Generating Random Integers
Fast 2D-3D Rotation
Bit Patterns for Encoding Angles
Bit Interleaving for Quad- or Octrees
A Fast HSL-to-RGB Transform

9
MATRIX TECHNIQUES
Matrix Identities
Rotation Matrix Methods Summary
Transforming Axes
Fast Matrix Multiplication
A Virtual Trackball
Matrix Orthogonalization
Rotation Tools
Matrix Inversion
Matrices and Transformations
Efficient Post-Concatenation of Transformation Matrices

10
MODELING AND TRANSFORMATIONS
Transformation Identities
Fixed-Point Trigonometry with CORDIC Iterations
Using Quaternions for Coding 3D Transformations
3D Viewing and Rotation Using Orthonormal Bases
The Use of Coordinate Frames in Computer Graphics
Forms, Vectors, and Transforms
Properties of Surface-Normal Transformations
Transforming Axis-Aligned Bounding Boxes
Constructing Shapes Summary
Defining Surfaces from Sampled Data
Defining Surfaces from Contour Data
Computing Surface Normals for 3D Models
Calculation of Reference Frames along a Space Curve

11
CURVES AND SURFACES
Planar Cubic Curves
Explicit Cubic Spline Interpolation Formulas
Fast Spline Drawing
Some Properties of Bézier Curves
Tutorial on Forward Differencing
Integration of Bernstein Basis Functions
Solving the Nearest-Point-on-Curve Problem
An Algorithm for Automatically Fitting Digitized Curves

Graphics Gems 1 (5,6мб)
Отредактировано: 05.03.06 00:28
#56
Почётный лектор
05.03.06 00:34
0
Эх, жалко GPU gems - такое тяжелое!
#57
Один из первых
05.03.06 00:45
0
Изображение

I
2D GEOMETRY AND ALGORITHMS
Introduction 3
1. The Area of a Simple Polygon 5
2. Intersection of Line Segments 7
3. Distance from a Point to a Line 10
4. An Easy Bounding Circle 14
5. The Smallest Circle Containing the Intersection of Two Circles 17
6. Appolonius’s 10th Problem 19
7. A Peano Curve Generation Algorithm 25
8. Space-Filling Curves and a Measure of Coherence 26
9. Scanline Coherent Shape Algebra 31

II
IMAGE PROCESSING
Introduction 49
1. Image Smoothing and Sharpening by Discrete Convolution 50
2. A Comparison of Digital Halftoning Techniques 75
3. Color Dithering 72
4. Fast Anamorphic Image Scaling 78
5. Real Pixels 80
6. A Fast 90-Degree Bitmap Rotator 84
7. Rotation of Run-Length Encoded Image Data 86
8. Adaptive Run-Length Encoding 89
9. Image File Compression Made Easy 93
10. An Optimal Filter for Image Reconstruction 101
11. Noise Thresholding in Edge Images 105
12. Computing the Area, the Circumference, and the Genus
of a Binary Digital Image 107

III
FRAME BUFFER TECHNIQUES
Introduction 115
1. Efficient Inverse Color Map Computation 116
2. Efficient Statistical Computations for Optimal Color Quantization 126
3. A Random Color Map Animation Algorithm 134
4. A Fast Approach to PHIGS PLUS Pseudo Color Mapping138
5. Mapping RGB Triples onto 16 Distinct Values 143
6. Television Color Encoding and ”Hot” Broadcast Colors 147
7. An Inexpensive Method of Setting the Monitor White Point 159
8. Some Tips for Making Color Hardcopy 163

IV
3D GEOMETRY AND ALGORITHMS
Introduction 169
1. Area of Planar Polygons and Volume of Polyhedra 170
2. Getting Around on a Sphere 172
3. Exact Dihedral Metrics for Common Polyhedra 174
4. A Simple Viewing Geometry 179
5. View Correlation 181
6. Maintaining Winged-Edge Models 191
7. Quadtree/Octree-to-Boundary Conversion 202
8. Three-Dimensional Homogeneous Clipping of Triangle Strips 219
9. InterPhong Shading 232

V
RAY AY TRACING
Introduction 245
1. Fast Ray–Convex Polyhedron Intersection 247
2. Intersecting a Ray with an Elliptical Torus 251
3. Ray–Triangle Intersection Using Binary Recursive Subdivision 257
4. Improved Ray Tagging for Voxel-Based Ray Tracing 264
5. Efficiency Improvements for Hierarchy Traversal in Ray Tracing 267
6. A Recursive Shadow Voxel Cache for Ray Tracing 273
7. Avoiding Incorrect Shadow Intersections for Ray Tracing 275
8. A Body Color Model: Absorption of Light through Translucent Media 277
9. More Shadow Attenuation for Ray Tracing Transparent or Translucent Objects 283

Vl
RADIOSITY
Introduction 293
1. Implementing Progressive Radiosity with User-Provided Polygon Display Routines 295
2. A Cubic Tetrahedral Adaptation of the Hemi-Cube Algorithm 299
3. Fast Vertex Radiosity Update 303
4. Radiosity via Ray Tracing 306
5. Detection of Shadow Boundaries for Adaptive Meshing in Radiosity 311

Vll
MATRIX TECHNIQUES
Introduction 319
1. Decomposing a Matrix into Simple Transformations 320
2. Recovering the Data from the Transformation Matrix 324
3. Transformations as Exponentials 332
4. More Matrices and Transformations: Shear and Pseudo-Perspective 338
5. Fast Matrix Inversion 342
6. Quaternions and 4 ґ 4 Matrices 351
7. Random Rotation Matrices 355
8. Classifying Small Sparse Matrices 357

Vlll
NUMERICAL AND PROGRAMMING TECHNIQUES
Introduction 365
1. Bit Picking 366
2. Faster Fourier Transform 368
3. Of Integers, Fields, and Bit Counting 371
4. Using Geometric Constructions to Interpolate Orientation with Quaternions 377
5. A Half-Angle Identity for Digital Computation: The Joys of the Halved Tangent 381
6. An Integer Square Root Algorithm 387
7. Fast Approximation to the Arctangent 389
8. Fast Sign of Cross Product Calculation 392
9. Interval Sampling 394
10. A Recursive Implementation of the Perlin Noise Function 396

IX
CURVES URVES AND SURFACES
Introduction 405
1. Least-Squares Approximations to Bйzier Curves and Surfaces 406
2. Beyond Bйzier Curves 412
3. A Simple Formulation for Curve Interpolation with Variable Control Point Approximation 417
4. Symmetric Evaluation of Polynomials 420
5. Menelaus’s Theorem 424
6. Geometrically Continuous Cubic Bйzier Curves 428
7. A Good Straight-Line Approximation of a Circular Arc 435
8. Great Circle Plotting 440
9. Fast Anti-Aliased Circle Generation 446

Graphics Gems 2 (7,2мб)
Отредактировано: 05.03.06 00:47
#58
MirGames Dev
05.03.06 00:47
0
Цитата
Эх, жалко GPU gems - такое тяжелое!

Оно того стоит :)
#59
Один из первых
05.03.06 00:55
0
Изображение
I
IMAGE PROCESSING
Introduction 3
1. Fast Bitmap Stretching 4
2. General Filtered Image Rescaling 8
3. Optimization of Bitmap Scaling Operations 17
4. A Simple Color Reduction Filter C 20
5. Compact Isocontours from Sampled Data 23
6. Generating Isovalue Contours from a Pixmap C 29
7. Compositing Black-and-White Bitmaps 34
8. 2,5-D Depth-of-Field Simulation for Computer Animation 36
9. A Fast Boundary Generator for Composited Regions 39

II
NUMERICAL AND PROGRAMMING TECHNIQUES
Introduction 47
1. IEEE Fast Square Root 48
2. A Simple Fast Memory Allocator 49
3. The Rolling Ball 51
4. Interval Arithmetic 61
5. Fast Generation of Cyclic Sequences 67
6. A Generic Pixel Selection Mechanism 77
7. Nonuniform Random Points Sets via Warping 80
8. Cross Product in Four Dimensions and Beyond 84
9. Face-Connected Line Segment Generation in an n-Dimensional Space 89

III
MODELING AND TRANSFORMATIONS
Introduction 95
1. Quaternion Interpolation with Extra Spins 96
2. Decomposing Projective Transformations 98
3. Decomposing Linear and Affine Transformations 108
4. Fast Random Rotation Matrices 117
5. Issues and Techniques for Keyframing Transformations 121
6. Uniform Random Rotations 124
7. Interpolation Using Bézier Curves 133
8. Physically Based Superquadrics 137

IV
2-D GEOMETRY AND ALGORITHMS
Introduction 163
1. A Parametric Elliptical Arc Algorithm 164
2. Simple Connection Algorithm for 2-D Drawing 173
3. A Fast Circle Clipping Algorithm 182
4. Exact Computation of 2-D Intersections 188
5. Joining Two Lines with a Circular Arc Fillet 193
6. Faster Line Segment Intersection 199
7. Solving the Problem of Apollonius and Other Related Problems 203

V
3-D GEOMETRY AND ALGORITHMS
Introduction 213
1. Triangles Revisited 215
2. Partitioning a 3-D Convex Polygon with an Arbitrary Plane 219
3. Signed Distance from Point to Plane 223
4. Grouping Nearly Coplanar Polygons into Coplanar Sets 225
5. Newell’s Method for Computing the Plane Equation of a Polygon 231
6. Plane-to-Plane Intersection 233
7. Triangle-Cube Intersection 236
8. Fast n-Dimensional Extent Overlap Testing 240
9. Subdividing Simplices 244
10. Understanding Simploids 250
11. Converting Bézier Triangles into Rectangular Patches 256
12. Curve Tesselation Criteria through Sampling 262

Vl
RAY TRACING AND RADIOSITY
Introduction 269
1. Ray Tracing with the BSP Tree 271
2. Intersecting a Ray with a Quadric Surface 275
3. Use of Residency Masks and Object Space Partitioning to Eliminate Ray-Object Intersection Calculations 284
4. A Panoramic Virtual Screen for Ray Tracing 288
5. Rectangular Bounding Volumes for Popular Primitives 295
6. A Linear-Time Simple Bounding Volume Algorithm 301
7. Physically Correct Direct Lighting for Distribution Ray Tracing 307
8. Hemispherical Projection of a Triangle 314
9. Linear Radiosity Approximation Using Vertex-to-Vertex Form Factors 318
10. Delta Form-Factor Calculation for the Cubic Tetrahedral Algorithm 324
11. Accurate Form-Factor Computation 329

VII
RENDERING
Introduction 337
1. The Shadow Depth Map Revisited 338
2. Fast Linear Color Rendering 343
3. Edge and Bit-Mask Calculations for Anti-Aliasing 349
4. Fast Span Conversion: Unrolling Short Loops 355
5. Progressive Image Refinement Via Gridded Sampling 358
6. Accurate Polygon Scan Conversion Using Half-Open Intervals 362
7. Darklights 366
8. Anti-Aliasing in Triangular Pixels 369
9. Motion Blur on Graphics Workstations 374
10. The Shader Cache: A Rendering Pipeline Accelerator 383

Graphics Gems 3 (4,6мб)
Отредактировано: 05.03.06 00:58
#60
Почётный лектор
09.03.06 00:33
0
Достаточно трудно у нас достать, было бы просто великолепно:

Мейерс С. Эффективное использование C++
Мейерс С. Наиболее эффективное использование C++
Мейерс С. Эффективное использование STL

Гамма Э., Хелм Р., Джонсон Р., Влиссидес Дж. Приемы объектно-ориентированного проектирования
Паттерны проектирования
(!!!)

Буч Г. Объектно-ориентированный анализ и проектирование с примерами приложений на C++.

Мне это посоветовали профессионалы, как основной материал по проектированию.
Также будет интересно ознакомиться некоторым экземплярам, утверждавшим, что проектирование нафиг не нужно.
Кроме того, некоторые поймут мой выбор С++'a.
Отредактировано: 09.03.06 00:35
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