转自OGRE的一些游戏编程的链接
C++ / STL
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Introduction / Help
- C++ slides Optimisations, Templates and good use of heritage and polymorphisms (http://www.rz.rwth-aachen.de/computing/events/2002/hpc++/HPC++1.18-1.pdf) (MUST READ)
- STL basics (http://www.sgi.com/tech/stl/stl_introduction.html)
- Reference Card (http://www.digilife.be/quickreferences/QRC/STL%20Quick%20Reference%201.26.pdf)
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User Misconception of C++/STL
- STL common errors (http://www.gyurchev.com/docs/stl_tips.txt)
- VC2005 products Chief Guru of the Week Problems and Answer on C++/STL (http://www.gotw.ca/gotw/)
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Performance
- A must-read C++ optimisations with benchmark for all optimizations listed (http://www.tantalon.com/pete/cppopt/main.htm)(MUST READ)
- Common performances mistakes (http://www.tantalon.com/pete/gdc2001roundtablereport.htm)(MUST READ)
- Common performances mistakes II (http://www.gdconf.com/archives/2004/isensee_pete.ppt)(MUST READ)
- C++ Optimization Strategies and Techniques (http://www.tantalon.com/pete/cppopt/main.htm)(MUST READ)
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Design patterns
- Dozens of 1-page examples in C++Before-and-After refactoring examples (http://home.earthlink.net/~huston2/dp/patterns.html)(MUST READ)
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Games
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Game Developper Sites
- game programmer wiki (http://gpwiki.org/)
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Hardware
Ati (papers, tools, source) (http://www.ati.com/developer/) (MUST READ) Nvidia (papers, tools, source) (http://developer.nvidia.com) (MUST READ)
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Game/3d Conference
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Siggraph Conferrnce
- siggraph (http://www.siggraph.org/)
- all siggraph papers (http://www.cs.brown.edu/~tor/)
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Game developper Conference
- gdc (http://www.gdconf.org)
- nvdia slides and demos (http://developer.nvidia.com/object/gdc_2005_presentations.html)
- Ati papers (http://www.ati.com/developer/techpapers.html)
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MainStream
- Gamasutra (http://www.gamasutra.com/)(MUST REGISTER)
- Gamedev (http://www.gamedev.net/)
- Flipcode (http://www.flipcode.com/)
- Game Developer Magazine (http://www.gdmag.com/)
- International Game Developers Association (http://www.igda.org/)
- Devmaster (http://www.devmaster.net)
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Blogs
- Sinbad (http://www.stevestreeting.com/)
- Carmack (http://www.armadilloaerospace.com/n.x/johnc/Recent%20Updates)
- Brian Hook (http://www.bookofhook.com/)
- Gaffer (http://www.gaffer.org/gaffer)
- Gamegirl (http://www.gamegirladvance.com)
- Gamedev (http://www.gamedevblog.com)
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Animation
- Walk Cycle (http://www.idleworm.com/how/anm/02w/walks.shtml)
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Shaders
- frustum Dx and GL source code shaders (http://frustum.org/3d/)
- humus Dx and GL source code shaders (http://esprit.campus.luth.se/~humus/3D/)
- Delphi shaders demo, bug shaders are language independant (http://www.delphi3d.net/index.php)
- Huge list of Cg shaders (http://www.cgshaders.org/shaders/)
- shaders competition source (http://www.beyond3d.com/forum/viewtopic.php?start=20&t=4386)
- shaders competition source (http://shadertech.com/contest/)
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Terrain
- All on terrains (http://www.vterrain.org)
- Terrain rendering : basics (http://home.planet.nl/%7Emonstrous/terrain.html)
- All about rendering landscape (http://gamemaker.webservis.ru/)
- Hierarchical Image Caching for Accelerated Walkthroughs of Complex Environments (http://grail.cs.washington.edu/projects/hic/)
- Terrain Texture Generator (http://www.delphigl.de/projects/terrtexgen.html)
- shadow caster (http://gljakal.altervista.org/shadowcaster.html)
- http://www.cambrianlabs.com/Mattias/Landscaper/
- A Real-Time Procedural Universe (http://home.comcast.net/%7Es-p-oneil/downloads.htm)
- Visibility.txt (http://www.cbloom.com/3d/techdocs/visibility.txt)
- grid raycast (http://www.cbloom.com/3d/techdocs/grid_sort_raycasts.txt)
- libnoise example: Complex planetary surface (http://libnoise.sourceforge.net/examples/complexplanet/index.html)
- planetrendering (http://www.math.uni-bremen.de/%7Ejusten/Mich/planetrendering_e.html)
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Vegetation
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Articles
- Image-Based Rendering of Vegetation in Real-Time (http://ai.fri.uni-lj.si/~aleks/slicing-and-blending/)
- Lighting Flat Objects (tree impostors) (http://www.drone.org/tutorials/lighting_flat_objects.html)
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Sdk
- speedtree (http://www.idvinc.com/)
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Artificial Intelligence
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AI Links repositories
- Generation5 - Articles (http://www.generation5.org/articles.asp)
- GameDev.net -- AI (http://www.gamedev.net/reference/list.asp?categoryid=18)
- AI on the Web (http://www.cs.berkeley.edu/%7Erussell/ai.html)
- AngelCode.com - reference database (http://www.angelcode.com/refdb/default.asp?url=%2Frefdb%2Flist%2Easp%3Flist%3Dallrsrc%26description%3Dno)
- Game Research and Technology (http://www.red3d.com/cwr/games/)
- IGDA - AI SIG (http://www.igda.org/ai/)
- The Game AI Page (http://www.gameai.com/)
- aboutAI.net (http://www.aboutai.net/DesktopDefault.aspx?tabindex=1&tabid=2&hotpages=coolpages.aspx)
- aboutAI.net (http://www.aboutai.net/DesktopDefault.aspx?aspxerrorpath=/MobileDefault.aspx)
- Generation5 - Competition (http://www.generation5.org/competition.asp)
- AI Center - Site Map (http://www.ai-center.com/sitemap.html)
- gameAI_news (http://five.pairlist.net/mailman/subscribe/gameai_news)
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Sdk
- FEAR :: Foundations for Genuine Game AI (http://fear.sourceforge.net/modules.php?op=modload&name=FAQ&file=index&myfaq=yes&id_cat=2&categories=FEAR+Framework&parent_id=0)
- MetaAgent, A Steering Behavior Template Library - Compiling Meta Agent (http://metaagent.sourceforge.net/index.php/CompilingMetaAgent)
- OpenSteer (http://opensteer.sourceforge.net/)
- OpenAI (http://openai.sourceforge.net/screenshots.html)
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General Architectures Articles
- Half-life AI (http://ai.eecs.umich.edu/people/laird/game-seminar/Liden.ppt) (MUST READ)
- AI Horizon: Essays on Artificial Intelligence, from the Basics to the Advanced (http://www.aihorizon.com/essays/generalai/index.htm)
- AI Halo (http://stuffo.howstuffworks.com/halo2-ai.htm/printable)
- Gamasutra - Features - Handling Complexity in the Halo 2 AI (http://www.gamasutra.com/gdc2005/features/20050311/isla_pfv.htm)
- Gamasutra -"Decision-based Gameplay Design" (http://www.gamasutra.com/features/20050321/sylvester_pfv.htm)
- Complete Game AI: Volume I (http://www.gamedev.net/reference/articles/article784.asp)
- Item Management Systems (http://www.gamedev.net/reference/articles/article2163.asp)
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PathFinding
- Terrain analysis on age of empire (http://www.gdconf.com/archives/2000/pottinger.doc) (MUST READ)
- AI terrain (http://www.cgf-ai.com/)
- Amit's A* Pages (http://theory.stanford.edu/%7Eamitp/GameProgramming/)
- An optimal pathfinder for vehicles in real-world digital terrain maps (http://www.student.nada.kth.se/%7Ef93-maj/pathfinder/5.html)
- Smart Moves: Intelligent Path Finding (http://www.gamasutra.com/features/19990212/sm_01.htm)
- Toward More Realistic Pathfinding (http://www.gamasutra.com/features/20010314/pinter_01.htm)
- All FPS pathing problems in a presentation (http://www.cs.virginia.edu/~gfx/courses/2003/Animation.fall.03/Lectures/uyPathPlanning.ppt)
- 3d path (http://www.gamasutra.com/features/20020405/smith_pfv.htm)
- C++ Group Pathfinding Basic Library and Test Tool (http://pathlib.hildebrand.cz/pathlib.html)
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Group AI
- Boids (Flocks, Herds, and Schools: a Distributed Behavioral Model) (http://www.red3d.com/cwr/boids/)
- Coordinated Unit Movement - Introduction (http://www.gamasutra.com/features/19990122/movement_01.htm)
- Implementing Coordinated Movement (http://www.gamasutra.com/features/19990129/implementing_01.htm)
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Tactic
- Game AI and Tactical AI (http://www.cgf-ai.com/links.html)
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Steering
- List : steering Behaviors For Autonomous Characters (http://www.red3d.com/cwr/steer/)
- Steering Behaviors For Autonomous Characters (http://www.red3d.com/cwr/papers/1999/gdc99steer.html)
- The Code Project - MetaAgent, a Steering Behavior Template Library - Libraries & Projects (http://www.codeproject.com/useritems/metaagent.asp?df=100&forumid=15462&exp=0&select=496031)
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Rule-Based System (RBS)
- Rule-Based AI (http://www.gamasutra.com/features/20041122/bourg_01.shtml)
- Rule-Based Systems and Identification Trees (http://ai-depot.com/Tutorial/RuleBased.html)
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Neural Networks (NN)
- tensor (small NN) (http://www.oroboro.com/rafael/docserv.php?index=project&article=tensor)
- tensor neurals net (http://www.oroboro.com/rafael/project/tensor.html)
- Untrained Neural Net Class (http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-UntrainedNeuralNet&forum=cotd&id=-1)
- NN sample (http://www.kuenzle-family.ch/philippe/gl/SeniorProject.htm)
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Fuzzy logic (FL)
- aiGuru.com (http://www.aiguru.com/fl.htm)
- bayesian systems... somewhere on generation 5 site.
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Finite State Machine (FSM)
- FSM small (http://www.oroboro.com/rafael/docserv.php?entry_point=fsmlang)
- Visual Finite State Machine AI Systems (http://www.gamasutra.com/features/20041118/gill_01.shtml)
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Decision Tree (DT)
- generation5 - Binary Decision Tree implementation in C++ (http://www.generation5.org/content/2004/bdt-implementation.asp)
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Emotion
- generation5 - VPI: Virtual Personality Interaction (http://www.generation5.org/content/2004/VPI.asp)
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Lag
- Defeating Lag With Cubic Splines Or AI path moves Cells (http://www.gamedev.net/reference/articles/article914.asp)
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Expert Systems
- Expert Systems (http://www.aaai.org/AITopics/html/expert.html)
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Learning Systems
- AI character learning (http://web.media.mit.edu/%7Ebruce/whatsnew.html)
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Network
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Articles
- Design and Implementation of Networked Games (http://www.hut.fi/%7Ejmunkki/netgames/)
- Network Programming in Age of Empires and Beyond (http://www.gamasutra.com/features/20010322/terrano_pfv.htm)
- NetCode q3Arena (http://www.planetquake.com/code3arena/tutorials/tutorial35.shtml)
- Unreal NetCode (http://unreal.epicgames.com/Network.htm)
- Introduction to Multiplayer Game Programming (http://www.bookofhook.com/Article/GameDevelopment/MultiplayerProgramming.html)
- Dead reckoning (http://www.arches.uga.edu/%7Eagm/6760/)
- Gamasutra - Designing Secure, Flexible, and High Performance Game Network Architectures (http://www.gamasutra.com/features/20041206/jenkins_pfv.htm)
- NAT and game servers (http://www.mindcontrol.org/%7Ehplus/nat.html)
- Simple NAT punch-through (http://www.mindcontrol.org/%7Ehplus/nat-punch.html)
- NAT and Peer-to-Peer Networking (http://www.alumni.caltech.edu/%7Edank/peer-nat.html)
- Why internet sucks (http://www.gamasutra.com/features/19990903/lincroft_01.htm)
- Defeating Lag with Cubic Splines (http://www.gamedev.net/reference/programming/features/cubicsplines/)
- GameSurge on netCode (http://www.gamesurge.com/)
- Editorial (http://www.gamesurge.com/features/editorials/netcode.shtml),
- Rebuttal (http://www.gamesurge.com/features/editorials/netcode_rebuttal.shtml)
- Interview (http://www.gamesurge.com/pc/interviews/netcode.shtml)
- Using Groupings for Networked Gaming (http://www.gamasutra.com/features/20000621/aronson_01.htm)
- Using Groupings for Networked Gaming (http://www.gamasutra.com/features/20000621/aronson_01.htm)
- Closing the Loop on Scalable Network Gaming Backend Services (http://www.gamasutra.com/features/20000511/bernier_01.htm)
- It's the Latency, Stupid (http://rescomp.stanford.edu/%7Echeshire/rants/Latency.html)
- Latency and the Quest for Interactivity (http://www.bolo.net/cheshire/papers/LatencyQuest.html)
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Sdk
- enet (http://enet.cubik.org/)
- Hawk Software - HawkNL (Hawk Network Library) (http://www.hawksoft.com/hawknl/)
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Physics
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Articles
- Simulation Theory Links (http://homepages.borland.com/efg2lab/Library/SimulationAndModeling.htm)
- Verlet Integration Source + code (http://www.members.lycos.co.uk/olivierrenault/)
- How to handle Timestep, Integration, Networks sync, etc. (http://69.55.229.29/articles/)
- Canonical Game Loop (http://www.mindcontrol.org/%7Ehplus/graphics/game_loop.html)
- Moving Beyond Ragdolls + demo. (http://www.mmandel.com/gdc)
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Sdk
- OgreOde and ... (http://www.green-eyed-monster.com/)
- Open Dynamics Engine (http://opende.sourceforge.net/)
- Newton (http://physicsengine.com/)
- JigLib - rigid body physics engine (http://www.rowlhouse.co.uk/jiglib/index.html)
- CaleDyn (http://www.caledyn.com/)
- novodex (http://www.novodex.com/)
- mequon (http://www.mequon.com/)
- havok (http://www.havok.com/)
- Physic Processor Unit (hardware) (http://www.ageia.com/)
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Sound
- Thief paper on sound and AI.
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Visibility
- Harmless Algorithms :
- I - Fine Occlusion Culling Algorithms (http://www.flipcode.com/articles/harmless_issue01.shtml)
- II - Scene Traversal Algorithms (http://www.flipcode.com/articles/harmless_issue02.shtml)
- III - Design Patterns And 3D Gaming (http://www.flipcode.com/articles/harmless_issue03.shtml)
- IV - A Hybrid Approach to Visibility (http://www.flipcode.com/articles/harmless_issue04.shtml)
- portals and mirrors (http://www.cs.virginia.edu/~luebke/publications/portals.html)
- Hierarchical Techniques for Visibility Computations (http://www.cgg.cvut.cz/~bittner/publications/diss_talk.pdf)
- Half-life realt-time visibility (http://collective.valve-erc.com/index.php?doc=1038660504-05211700)
- Virtuals occluders (http://www.cs.ucy.ac.cy/~yiorgos/publications/virtual_occluders00.pdf)
- Unified Occlusion Culling: Portals, Visibility Umbra, and HZB (http://www.andyc.org/articles/viewarticle.php?id=7)
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Game Design Patterns
- gamepatterns (http://civ.idc.cs.chalmers.se/projects/gamepatterns/)
- The Case For Game Design Patterns (http://www.gamasutra.com/features/20020313/kreimeier_01.htm)
- gamedesign wiki (http://www.ludism.org/gamedesign/)
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Game Developpment
- Unit testing and game developpment (http://www.gamasutra.com/features/20050329/roken_pfv.htm)