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Game Engine Architecture: URL List

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1.4.1. First-Person Shooters (FPS)
http://en.wikipedia.org/wiki/First-person_shooter

1.4.2. Platformers and Other Third-Person Games
http://en.wikipedia.org/wiki/Platformer

1.4.3. Fighting Games
http://en.wikipedia.org/wiki/Fighting_game

1.4.4. Racing Games
http://en.wikipedia.org/wiki/Racing_game

1.4.5. Real-Time Strategy (RTS)
http://en.wikipedia.org/wiki/Real-time_strategy

1.4.6. Massively Multiplayer Online Games (MMOG)
http://en.wikipedia.org/wiki/MMOG

1.5.1. The Quake Family of Engines
http://www.idsoftware.com/business/techdownloads

1.5.2. The Unreal Family of Engines
http://udn.epicgames.com
http://www.beyondunreal.com

1.5.5. Other Commercial Engines
http://www.terathon.com
http://www.terathon.com/wiki/index.php?title=Main_Page

1.5.7. Open Source Engines
http://cg.cs.tu-berlin.de/~ki/engines.html

1.6. Runtime Engine Architecture
http://www.ogre3d.org

1.6.10. Collision and Physics
http://www.ode.org
http://www.cs.unc.edu/~geom/I_COLLIDE/index.html
http://www.cs.unc.edu/~geom/V_COLLIDE/index.html
http://www.cs.unc.edu/~geom/OBB/OBBT.html

2.1. Version Control
http://git-scm.com/

2.1.3. Overview of Subversion and TortoiseSVN
http://code.google.com/

2.1.4. Setting up a Code Repository on Google
http://code.google.com/

2.1.5. Installing TortoiseSVN
http://tortoisesvn.tigris.org/
https://myprojectname.googlecode.com/svn/trunk
http://code.google.com/
https://myprojectname.googlecode.com/svn/trunk

2.2. Microsoft Visual Studio
http://www.microsoft.com/express/download/
http://msdn.microsoft.com/en-us/library/52f3sw5c.aspx

2.3. Profiling Tools
http://en.wikipedia.org/wiki/Pareto_principle
http://www
http://www.ibm.com/developerworks/rational/library/957.html

2.3.1. List of Profilers
http://en.wikipedia.org/wiki/List_of_performance_analysis_tool
http://www-306.ibm.com/software/awdtools/purify
http://www.compuware.com/products/devpartner/visualc.htm

2.5. Other Tools
http://en.wikipedia.org/wiki/Diff
http://www.prestosoft.com/edp_examdiff.asp
http://www.araxis.com
http://www.gnu.org/software/diffutils/diffutils.html
http://en.wikipedia.org/wiki/3-way_merge#Three-way_merge
http://www.araxis.com
http://winmerge.org
http://www.perforce.com/perforce/products/merge.html
http://www.expertcomsoft.com/index.html

3.1.1.3. Inheritance
http://en.wikipedia.org/wiki/Multiple_inheritance
http://en.wikipedia.org/wiki/Diamond_problem

3.1.1.6. Design Patterns
http://www.joelonsoftware.com/articles/Wrong.html

3.2.1.3. Fixed-Point Notation
http://en.wikipedia.org/wiki/Significant_digits

3.2.1.6. Multi-Byte Values and Endianness
http://cocoawithlove.com/2008/04/using-pointers-to-recast-in-c-is-bad.html

3.2.3.3. Dynamic Allocation Heap
http://en.wikipedia.org/wiki/Dynamic_memory_allocation

3.3.3.2. Exceptions
http://www.joelonsoftware.com/items/2003/10/13.html
http://www.nedbatchelder.com/text/exceptions-vs-status.html
http://www.joelonsoftware.com/items/2003/10/15.html

3.3.3.3. Assertions
http://www.wholesalealgorithms.com/blog9

4.2.2. Left-Handed vs. Right-Handed Coordinate Systems
http://en.wikipedia.org/wiki/Pseudovector

4.4. Quaternions
http://graphics.ucsd.edu/courses/cse169_w05/CSE169_04.ppt

4.4.4. Quaternion-Matrix Equivalence
http://www.gamasutra.com/view/feature/3278/rotating_objects_using_quaternions.php
http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm

4.4.5.2. To SLERP or Not to SLERP (That's Still the Question)
http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It/index.html

4.7. Hardware-Accelerated SIMD Math
http://msdn.microsoft.com

4.8.1. Linear Congruential Generators
http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/SFMT/index.html

4.8.3. Mother-of-All and Xorshift
http://www.stat.fsu.edu/pub/diehard
http://en.wikipedia.org/wiki/George_Marsaglia
ftp://ftp.forth.org/pub/C/mother.c
http://www.agner.org/random
http://www.jstatsoft.org/v08/i14/paper

5.2.1. Optimizing Dynamic Memory Allocation
http://www.swedishcoding.com/2008/08/31/are-we-out-of-memory

5.2.2. Memory Fragmentation
http://lyle.smu.edu/~kocan/7343/fall05/slides/chapter08.ppt

5.2.3.1. Level 1 and Level 2 Caches
http://assemblyrequired.crashworks.org/2008/07/08/load-hit-stores-and-the-__restrict-keyword

5.3.1. Container Operations
http://en.wikipedia.org/wiki/Search_algorithm
http://en.wikipedia.org/wiki/Sorting_algorithm

5.3.4. Building Custom Container Classes
http://www.boost.org
http://www.stlport.org
http://www.boost.org/more/license_info.html
http://www.erdani.org
http://loki-lib.sourceforge.net

5.3.4.4. Dictionaries and Hash Tables
http://burtleburtle.net/bob/c/lookup3.c
http://en.wikipedia.org/wiki/Cyclic_redundancy_check
http://en.wikipedia.org/wiki/MD5
http://www.azillionmonkeys.com/qed/hash.html
http://www.cs.utk.edu/~e.khout/594-LaTeX/handouts/hashing-slides.pdf

5.4.2. String Classes
http://en.wikipedia.org/wiki/Copy-on-write

5.4.4.1. Unicode
http://www.joelonsoftware.com/articles/Unicode.html
http://msdn2.microsoft.com/en-us/library/kk6xf663(VS.80)

6.1.1.4. Path APIs
http://msdn2.microsoft.com/en-us/library/bb773559(VS.85).aspx

6.1.2. Basic File I/O
http://msdn2.microsoft.com/en-us/library/c565h7xx(VS.71).aspx
http://msdn2.microsoft.com/en-us/library/40bbyw78(VS.71).aspx

6.2.1.3. Some Successful Resource Database Designs
http://msdn.microsoft.com/en-us/library/bb203894.aspx

6.2.2.2. Resource File and Directory Organization
http://www.zlib.net
http://zziplib.sourceforge.net

6.2.2.3. Resource File Formats
http://www.radgametools.com

6.2.2.7. Memory Management for Resources
http://www.radgametools.com

6.2.2.9. Handling Cross-References between Resources
http://en.wikipedia.org/wiki/Plain_Old_Data_Structures

7.6. Multiprocessor Game Loops
http://www.microsoftpost.com/microsoft-download/the-manycore-shift-white-paper
http://www.macresearch.org/multicore_eroding_moores_law

7.6.1.1. Xbox 360
http://www.hotchips.org/archives/hc17/3_Tue/HC17.S8/HC17.S8T4.pdf

7.6.1.2. PlayStation 3
http://www.blachford.info/computer/Cell/Cell1_v2.html

7.6.3. Fork and Join
http://msdn.microsoft.com/en-us/library/ms682516(VS.85).aspx

7.7.3. Case Study: Quake II
http://www.idsoftware.com

8.3.5. 3D Orientation with the WiiMote or Sixaxis
http://druid.caughq.org/presentations/turbo/Wiimote-Hacking.pdf
http://www.wiili.org/index.php/Motion_analysis

8.5.2. Dead Zone
http://en.wikipedia.org/wiki/Low-pass_filter

10.1.1.1. Representations Used by High-End Rendering Packages
http://en.wikipedia.org/wiki/Bezier_surface
http://en.wikipedia.org/wiki/Nurbs
http://www.gamasutra.com/features/20020715/mollerhaines_01.htm
http://www.gamasutra.com/features/20000411/sharp_pfv.htm

10.1. Foundations of Depth-Buffered Triangle Rasterization
http://research.microsoft.com/en-us/um/people/hoppe/pm.pdf

10.1.2.5. Textures
http://en.wikipedia.org/wiki/S3_Texture_Compression

10.1.3.1. Local and Global Illumination Models
http://en.wikipedia.org/wiki/Rendering_equation

10.1.3.2. The Phong Lighting Model
http://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model

10.2.6.4. Further Reading
http://developer.nvidia.com/object/cg_tutorial_home.html

10.2.7.4. Scene Graphs
http://www.ccs.neu.edu/home/donghui/teaching/slides/geometry/BSP2D.ppt
http://www.gamedev.net/reference/articles/article657.asp

10.3.3.5. Subsurface Scattering
http://developer.nvidia.com/GPUGems/gpugems_ch16.html

10.3.3.6. Precomputed Radiance Transfer (PRT)
http://web4.cs.ucl.ac.uk/sta./j.kautz/publications/prtSIG02.pdf
http://msdn.microsoft.com/en-us/library/bb147287.aspx

10.3.4. Deferred Rendering
http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf

11.4.1.3. Frame versus Sample
http://en.wikipedia.org/wiki/Sampling_%28signal_processing%29

11.4.4.1. Animation Retargeting
http://portal.acm.org/citation.cfm?id=1450621
http://chrishecker.com/Real-time_Motion_Retargeting_to_Highly_Varied_User-Created_Morphologies

11.6.3.3. Triangular Two-Dimensional LERP Blending
http://en.wikipedia.org/wiki/Barycentric_coordinates_%28mathematics%29

11.6.3.4. Generalized Two-Dimensional LERP Blending
http://en.wikipedia.org/wiki/Delaunay_triangulation

11.7.2. Inverse Kinematics
http://en.wikipedia.org/wiki/Inverse_kinematics

11.8.2. Quantization
http://number-none.com/product/Scalar%20Quantization/index.html
http://www.gdmag.com/src/jun02.zip

11.10.2.2. Example: Granny
http://www.radgametools.com/granny.html

12.1.1. Things You Can Do with a Physics System
http://www.naturalmotion.com/endorphin.htm

12.1.3.4. Other Impacts
http://www.gamedev.net/community/forums/topic.asp?topic_id=463024

12.2.1. I-Collide, SWIFT, V-Collide, and RAPID
http://www.cs.unc.edu/~geom/I_COLLIDE/

12.2.2. ODE
http://www.ode.org

12.2.3. Bullet
http://code.google.com/p/bullet/
http://www.bulletphysics.com/mediawiki-1.5.8/index.php?title=Main_Page

12.2.4. TrueAxis
http://trueaxis.com

12.2.5. PhysX
http://www.nvidia.com/object/nvidia_physx.html

12.2.6. Havok
http://www.havok.com

12.2.7. Physics Abstraction Layer (PAL)
http://www.adrianboeing.com/pal/index.html

12.2.8. Digital Molecular Matter (DMM)
http://www.pixeluxentertainment.com

12.3.2.1. The Physics World
http://en.wikipedia.org/wiki/Shape

12.3.3.1. Intersection
http://en.wikipedia.org/wiki/Intersection_(set_theory)

12.3.3.3. Convexity
http://en.wikipedia.org/wiki/Convex

12.3.5. Collision Testing and Analytical Geometry
http://en.wikipedia.org/wiki/Analytic_geometry

12.3.5.3. The Separating Axis Theorem
http://en.wikipedia.org/wiki/Separating_axis_theorem

12.3.5.4. AABB versus AABB
http://www.gamasutra.com/features/20000203/lander_01.htm

12.3.5.5. Detecting Convex Collisions: The GJK Algorithm
http://ieeexplore.ieee.org/xpl/freeabs_all.jsp?&arnumber=2083
http://realtimecollisiondetection.net/pubs/SIGGRAPH04_Ericson_the_GJK_algorithm.ppt
http://mollyrocket.com/353

12.3.5.6. Other Shape-Shape Combinations
http://en.wikipedia.org/wiki/Double_dispatch

12.3.5.7. Detecting Collisions Between Moving Bodies
http://www.continuousphysics.com/BulletContinuousCollisionDetection.pdf

12.3.6. Performance Optimizations
http://research.microsoft.com/~hoppe/perfecthash.pdf

12.3.6.3. Broad Phase, Midphase, and Narrow Phase
http://en.wikipedia.org/wiki/Sweep_and_prune

12.4.1. Some Foundations
http://chrishecker.com/Rigid_Body_Dynamics
http://www.ode.org/slides/parc/dynamics.pdf

12.4.4.3. Alternatives to Explicit Euler
http://en.wikipedia.org/wiki/Numerical_ordinary_differential_equations
http://en.wikipedia.org/wiki/Verlet_integration

12.4.6. Angular Dynamics in Three Dimensions
http://gafferongames.wordpress.com/game-physics
http://www-2.cs.cmu.edu/~bara./sigcourse/notesd1.pdf

12.4.7.2. Impulsive Collision Response
http://chrishecker.com/images/e/e7/Gdmphys3.pdf

12.4.9.3. Applying Torques
http://en.wikipedia.org/wiki/Couple_(mechanics)

12.4.10.2.Variations between Engines
http://opende.sourceforge.net/wiki/index.php/Main_Page

13. Introduction to Gameplay Systems
http://www.dcs.shef.ac.uk/intranet/research/resmes/CS0705.pdf

13.2.1. Game Object Models
http://en.wikipedia.org/wiki/Object_model

14.2.2.5. Further Reading
http://www.gamasutra.com/features/gdcarchive/2002/rob_fermier.ppt
http://www.drizzle.com/~scottb/gdc/game-objects.ppt
http://www.gamasutra.com/features/gdcarchive/2003/Duran_Alex.ppt
http://www.gamasutra.com/features/gdcarchive/2003/Chatelaine_Jeremy.ppt
http://chrishecker.com/images/6/6f/ObjSys.ppt

14.5.2. Smart Pointers
http://www.boost.org/doc/libs/1_36_0/libs/smart_ptr/smart_ptr.htm

14.6.4.1. Parallelizing the Game Object Model Itself
http://www.erlang.org

14.8.3.3. Lua
http://www.lua.org/about.html

14.8.3.4. Python
http://www.python.org
http://en.wikipedia.org/wiki/Duck_typing

14.8.3.5. Pawn / Small / Small-C
http://www.compuphase.com/pawn/pawn.htm
http://www.opensource.org/licenses/zlib-license.php

14.8.4. Architectures for Scripting
http://www.drizzle.com/~scottb/gdc/game-objects.ppt
http://ds.heavengames.com/library/dstk/skrit/skrit
http://www.panda3d.org

15.1.1. Audio
http://msdn.microsoft.com/en-us/library/bb172329(VS.85).aspx

15.1.2. Movie Player
http://en.wikipedia.org/wiki/Video_codec
http://www.radgametools.com/bnkmain.htm

References
http://svnbook.red-bean.com

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