URL List (2nd edition)

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URL List (1st edition)

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/
http://code.google.com/

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.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://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/­en-us/­library/­y0dh78ez.aspx

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

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

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://zgking.com:8080/­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/­ee422144%28VS.85%29.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/­849

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