Game programmers, check out the only book on data structures written especially for you! Described in layman s terms, this book will explain all of the essential data structures that are used in video game programming. It will also go over some of the more advanced and specialized data structures, too. Data Structures for Game Programmers is written in C++, and any special skills required to understand the book will be explained within it. The CD will include source code of the book, compiled demo s of the source, graphical demo code, plus tools such as Visual C++ 5, SDL, STLPort, Paint Shop Pro, and an SDL Primer by Ernest Pazera.
In the last decade the processing of polygonal meshes has
emerged as an active and very productive research area. This
can basically be attributed to two developments:
Modern geometry acquisition devices, like laser scanners
and MRT, easily produce raw polygonal meshes of
ever growing complexity
Downstream applications like analysis tools (medical
imaging), computer aided manufacturing, or numerical
simulations all require high quality polygonal meshes
as input.
The need to bridge the gap between raw triangle soup data
and high-quality polygon meshes has driven the research on
ecient data structures and algorithms that directly operate
on polygonal meshes rather than on a (most often not
feasible) intermediate CAD representation.