SECTION 1 GENERAL PROGRAMMING Introduction 1.1 Scheduling Game Events 1.2 An Object-Composition Game Framework 1.3 Finding Redeeming Value in C-Style Macros 1.4 Platform-Independent, Function-Binding Code Generator 1.5 Handle-Based Smart Pointers 1.6 Custom STL Allocators 1.7 Save Me Now! 1.8 Autolists Design Pattern 1.9 Floating-Point Exception Handling 1.10 Programming a Game Design-Compliant Engine Using UML 1.11 Using Lex and Yacc To Parse Custom Data Files 1.12 Developing Games for a World Market 1.13 Real-Time Input and UI in 3D Games 1.14 Natural Selection: The Evolution of Pie Menus 1.15 Lightweight, Policy-Based Logging 1.16 Journaling Services 1.17 Real-Time Hierarchical Profiling
Introduction 2.1 Fast Base-2 Functions for Logarithms and Random Number Generation 2.2 Using Vector Fractions for Exact Geometry 2.3 More Approximations to Trigonometric Functions 2.4 Quaternion Compression 2.5 Constrained Inverse Kinematics 2.6 Cellular Automata for Physical Modeling 2.7 Coping with Friction in Dynamic Simulations
Introduction 3.1 Optimized Machine Learning with GoCap 3.2 Area Navigation: Expanding the Path-Finding Paradigm 3.3 Function Pointer-Based, Embedded Finite-State Machines 3.4 Terrain Analysis in an RTS?The Hidden Giant 3.5 An Extensible Trigger System for AI Agents, Objects, and 3.6 Tactical Path-Finding with A* 3.7 A Fast Approach to Navigation Meshes 3.8 Choosing a Relationship Between Path-Finding and Collision
Introduction 4.1 T-Junction Elimination and Retriangulation 4.2 Fast Heightfield Normal Calculation 4.3 Fast Patch Normals 4.4 Fast and Simple Occlusion Culling 4.5 Triangle Strip Creation, Optimizations, and Rendering 4.6 Computing Optimized Shadow Volumes for Complex Data Sets 4.7 Subdivision Surfaces for Character Animation 4.8 Improved Deformation of Bones 4.9 A Framework for Realistic Character Locomotion 4.10 A Programmable Vertex Shader Compiler 4.11 Billboard Beams 4.12 3D Tricks for Isometric Engines 4.13 Curvature Simulation Using Normal Maps 4.14 Methods for Dynamic, Photorealistic Terrain Lighting 4.15 Cube Map Lighting Techniques 4.16 Procedural Texturing 4.17 Unique Textures 4.18 Textures as Lookup Tables for Per-Pixel Lighting Computations 4.19 Rendering with Handcrafted Shading
Introduction 5.1 Minimizing Latency in Real-Time Strategy Games 5.2 Real-Time Strategy Network Protocol 5.3 A Flexible Simulation Architecture for Massively Multiplayer Games 5.4 Scaling Multiplayer Servers 5.5 Template-Based Object Serialization 5.6 Secure Sockets 5.7 A Network Monitoring and Simulation Tool 5.8 Creating Multiplayer Games with DirectPlay 8.1 5.9 Wireless Gaming Using the Java Micro Edition
Introduction 6.1 Audio Compression with Ogg Vorbis 6.2 Creating a Compelling 3D Audio Environment 6.3 Obstruction Using Axis-Aligned Bounding Boxes 6.4 Using the Biquad Resonant Filter 6.5 Linear Predictive Coding for Voice Compression and Effects 6.6 The Stochastic Synthesis of Complex Sounds 6.7 Real-Time Modular Audio Processing for Games
"I would like you to join me in thanking all the people at Apple who've worked so hard to create all these new products." Then he added, "I want to thank the families and the spouses of all the people at Apple. Because I know you'd like to have us around a little more."
文脈が無いと解りにくいが、最後の部分が完全な誤訳。 (こういう誤訳が何十もあるのか?)
■ Two years later, C&G closed its doors. 「その二年後、C&Gはドアを閉じた。」(井口耕二 直訳) 正しくは「解散した」「廃業」「撤退」「閉店」「倒産した」「店をたたんだ」・・・
■ 「砂の中に隠しているわれわれの頭を引っ張り出そうではないか」(井口耕二 直訳)と 訳文にあって、私はすぐに bury one's head in the sand(現実から目を背ける)という慣用句が思い浮かんで・・・ これは日本語話者には、まったく意味不明ですよね。(直訳者にも意味不明でした。チャンチャン)