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 extends cial 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 m 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
The 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. the 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
The 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-dimen1_lerp Blending
Http://en.wikipedia.org/wiki/Barycentric_coordinates_%28mathematics%29
11.6.3.4. Generalized two-dimen1_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 modify action 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
The 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? & Amp; 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 /~ Wide PE/perfecthashboard
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 /~ Forbidden./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. parallconfiguring 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-C
Http://www.compuphase.com/pawn/pawn.htm
Http://www.opensource.org/licenses/zlib-license.php
14.8.4. ubuntures 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
The 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