Publisher: Course Technology PTR / Author: Adam Lake / ISBN-10: 1584507020 / Release Date: March 09, 2010
Abstract:
In this eight volume of Game Programming Gems I wrote the article 'A Flexible User Interface Layout System for Divergent Environments'. In this article I describe a solution on how to develop an UI system which can easily be customized for different layouts and environments with the advantage that, once in place, it won't need any programmer to achieve the perfect result. In the end my experience during the development of BattleForge poured into this article. This way the solution described already proved its functional efficiency in production.
Welcome to the eighth volume of the must-have reference series for game developers, "Game Programming Gems," the series that helped define the standards for game programming and continues to be an essential source for new, innovative techniques. "Game Programming Gems 8" provides the tools and inspiration that game developers need to excel. Featuring cutting-edge, ready-to-use techniques contributed by industry veterans and experts, this new collection is a key resource for inspiration, insight, and a plethora of time-saving, ready-to-use methods for the developer's tool box! Gems 8 answers the needs of passionate developers, eager newcomers, voracious production requirements, and the demand for innovating and entertaining gameplay. Covering all the key development areas including General Programming, Mathematics, Graphics, Artificial Intelligence, Physics, Networking/Multiplayer, and Audio, each section is edited by an expert in the field to ensure that the ideas are original, accurate, and useful. In this edition, there is even a special segment on General Purpose Programming on GPUs for Game Developers. Dig into this new volume of useful, practical ideas and techniques and get ready to make games that are more inventive, entertaining, and satisfying!
About the Author:
Adam Lake is a Sr. Graphics Architect in the Software Solutions Group leading development of Larrabee graphics software tools and libraries. Adam has held a number of positions during his 10 years at Intel including research in non-photorealistic rendering, delivering the Macromedia Director 8.5 Shockwave Studio and player, lead of the Modern Game Technologies Project, and optimizations of several game engines on IA. He has designed a stream programming architecture which included the design and implementation of simulators, assemblers, compilers, and programming models. He has several publications and reviewed papers for SIGGRAPH, IEEE, and book chapters on computer graphics. He has several patents or pending patents in computer graphics and computer architecture and an MS from UNC Chapel Hill.

