-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathrefs.bib
More file actions
472 lines (413 loc) · 13.2 KB
/
refs.bib
File metadata and controls
472 lines (413 loc) · 13.2 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
%====================================
@incollection{gem3ObjectComposition,
author = {Scott Patterson},
title = {An Object-Composition Game Framework},
editor = {Treglia, Dante},
booktitle = {Game programming gems 3},
publisher = {Charles River Media},
year = {2002},
address = {Hingham Mass}
}
@mastersthesis{plummer2004,
author = {Jeff Plummer},
title = {A fexible and expandable architecture for computer games},
school = {Arizona State University},
type = {Master's thesis},
year = {2004}
}
@incollection{gem5GenericComponent,
author = {Warrick Buchanan},
title = {A Generic Component Library},
editor = {Pallister, Kim},
booktitle = {Game programming gems 5},
publisher = {Charles River Media},
year = {2005},
address = {Hingham, Mass}
}
@incollection{gem4,
author = { Matthew Harmon},
title = {A System for Managing Game Entities},
editor = {Kirmse, Andrew},
booktitle = {Game programming gems 4},
publisher = {Charles River Media},
year = {2004},
address = {Hingham, Mass}
}
@incollection{gem5,
author = {Bjarne Rene},
title = {Component Based Object Management},
editor = {Pallister, Kim},
booktitle = {Game programming gems 5},
publisher = {Charles River Media},
year = {2005},
address = {Hingham, Mass}
}
@incollection{gem6,
author = {Chris Stoy},
title = {Game Object Component System},
editor = {Dickheiser, Michael},
booktitle = {Game programming gems 6},
publisher = {Charles River Media},
year = {2006},
address = {Boston, Mass}
}
@mastersthesis{magnusson2011,
author = {Lars V. Magnusson},
title = {Game Mechanics Engine},
school = {{\O}stfold University College},
type = {Master's thesis},
year = {2011}
}
%====================================
@inbook{bosh2000,
author = {Jan Bosch},
year = {2000},
title = {Design and use of software architectures: Adopting and evolving a product-line approach},
publisher = {Addison-Wesley},
language = {English},
chapter = {Assessing software architectures},
pages = {79}
}
@incollection{gem1DDD,
author = {Steve Rabin},
title = {The Magic of Data-Driven Design},
editor = {DeLoura, Mark},
booktitle = {Game programming gems},
publisher = {Charles River Media},
year = {2000},
address = {Boston, Mass}
}
@incollection{gem2DirectAccessQuadtree,
author = {Matt Pritchard},
title = {Direct Access Quadtree Lookup},
editor = {DeLoura, Mark},
booktitle = {Game programming gems 2},
publisher = {Charles River Media},
year = {2001},
address = {Hingham, Mass}
}
@incollection{gem2GenericMemberAccess,
author = {Charles Cafrelli},
title = {A Property Class for Generic {C++} Member Access},
editor = {DeLoura, Mark},
booktitle = {Game programming gems 2},
publisher = {Charles River Media},
year = {2001},
address = {Hingham, Mass}
}
@incollection{gem2EntityFactory,
author = {Fran{\c{c}}ois Dominic Laramee},
title = {A Game Entity Factory},
editor = {DeLoura, Mark},
booktitle = {Game programming gems 2},
publisher = {Charles River Media},
year = {2001},
address = {Hingham, Mass}
}
@incollection{gem4ObjectManager,
author = {Natalya Tatarchuk},
title = {A Flexible, On-the-Fly Object Manager},
editor = {Kirmse, Andrew},
booktitle = {Game programming gems 4},
publisher = {Charles River Media},
year = {2004},
address = {Hingham, Mass}
}
@inbook{Eberly2005,
author = {Eberly, David},
title = {3D game engine architecture : engineering real-time applications with Wild Magic},
publisher = {Morgan Kaufman Publishers},
year = {2005},
address = {Amsterdam Boston},
isbn = {978-0122290640},
chapter = {The Object System},
pages = {105-148}
}
@misc{Kreuzer2014,
author = {Jonathan Kreuzer},
title = {Some Notes on Programming 3D Editing Software},
howpublished = {\url{http://www.3dkingdoms.com/EditorTutorial.htm}},
note = {Accessed: 2014-02-03},
year = {2006}
}
@inbook{wihlidal2006game,
author = {Wihlidal, Graham},
title = {Game engine toolset development},
publisher = {Thomson Course Technology},
year = {2006},
address = {Boston, MA},
isbn = {978-1592009633},
chapter = {Distributed Componential Architecture Design, Techniques to Improve Performance},
pages = {57-74, 371-431}
}
@mastersthesis{golodetz2006,
author = {Stuart M. Golodetz},
title = {A 3D Map Editor},
school = {Oxford University Computing Laboratory},
type = {Third Year Undergraduate Project Report},
year = {2006}
}
@inbook{Gregory2009,
author = {Gregory, Jason},
title = {Game engine architecture},
publisher = {A K Peters},
year = {2009},
address = {Wellesley, Mass},
isbn = {978-1568814131},
chapter = {Engine Support Systems, Runtime Gameplay Foundation Systems},
pages = {197-259, 711-817}
}
@inbook{harbour2011multi-threaded,
author = {Harbour, Jonathan},
title = {Multi-threaded game engine design},
publisher = {Delmar Cengage Learning distributor},
year = {2011},
address = {Clifton Park, N.Y. Andover},
isbn = {978-1435454170},
chapter = {Entity Management},
pages = {451-508}
}
@inbook{ggc,
author = {McShaffry,Mike and Graham,David},
year = {2012},
title = {Game Coding Complete; Fourth Edition},
publisher = {Cengage Learning},
chapter = {Class Hierarkies: Kep Them Flat, Inheritance Versus Composition, Game Actors and Component Architecture}
}
@incollection{Llopis2011,
author = {Noel Llopis},
title = {High-Performance Programming with Data-Oriented Design},
editor = {Eric Lengyel},
booktitle = {Game Engine Gems 2},
publisher = {A K Peters},
year = {2011},
address = {Wellesley, Mass}
}
%====================================
@incollection{gem1FBMemAloc,
author = {Steven Ranck},
title = {Frame-Based Memory Allocation},
editor = {DeLoura, Mark},
booktitle = {Game programming gems},
publisher = {Charles River Media},
year = {2000},
address = {Boston, Mass}
}
@incollection{gem2Optimization,
author = {Andew Kirmse},
title = {Optimization for {C++} Games},
editor = {DeLoura, Mark},
booktitle = {Game programming gems 2},
publisher = {Charles River Media},
year = {2001},
address = {Hingham, Mass}
}
@incollection{gem3CustomStl,
author = {Pete Isensee},
title = {Custom {STL} Allocators},
editor = {Treglia, Dante},
booktitle = {Game programming gems 3},
publisher = {Charles River Media},
year = {2002},
address = {Hingham Mass}
}
@incollection{gem7HeapAlloc,
author = {Dimitar Lazarov},
title = {High Performance Heap Allocator},
editor = {Jacobs, Scott},
booktitle = {Game programming gems 7},
publisher = {Charles River Media/Course Technology},
year = {2008},
address = {Boston, MA}
}
@incollection{gem8StackAlloc,
author = {Michael Dailly},
title = {Stack Allocation},
editor = {Lake, Adam},
booktitle = {Game programming Gems 8},
publisher = {Course Technology},
year = {2011},
address = {Boston, Mass}
}
@mastersthesis{lennartsson2011,
author = {Joel Lennartsson},
title = {Data Oriented Interactive Water: An Interactive Water Simulation For {PlayStation} 3},
school = {Linköping University},
type = {Master's thesis},
year = {2012}
}
%====================================
@inproceedings{Folmer:2007:CBG:1770657.1770663,
author = {Folmer, Eelke},
title = {Component Based Game Development: A Solution to Escalating Costs and Expanding Deadlines?},
booktitle = {Proceedings of the 10th International Conference on Component-based Software Engineering},
series = {CBSE'07},
year = {2007},
isbn = {978-3-540-73550-2},
location = {Medford, MA, USA},
pages = {66--73},
numpages = {8},
url = {http://dl.acm.org/citation.cfm?id=1770657.1770663},
acmid = {1770663},
publisher = {Springer-Verlag},
address = {Berlin, Heidelberg},
keywords = {COTS, game architectures, games}
}
@inproceedings{Anderson:2008:CRG:1496984.1497031,
author = {Anderson, Eike Falk and Engel, Steffen and Comninos, Peter and McLoughlin, Leigh},
title = {The Case for Research in Game Engine Architecture},
booktitle = {Proceedings of the 2008 Conference on Future Play: Research, Play, Share},
series = {Future Play '08},
year = {2008},
isbn = {978-1-60558-218-4},
location = {Toronto, Ontario, Canada},
pages = {228--231},
numpages = {4},
url = {http://doi.acm.org/10.1145/1496984.1497031},
doi = {10.1145/1496984.1497031},
acmid = {1497031},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {entertainment systems, game engine, game engine architecture}
}
@article{Knuth1974,
author = {Knuth,Donald},
year = {1974},
title = {Structured Programming with go to Statements},
journal = {ACM Computing Surveys (CSUR)},
volume = {6},
number = {4},
pages = {261-301},
isbn = {0360-0300},
language = {English}
}
@book{Williams2012,
author = {Anthony Williams},
title = {C++ Concurrency in Action: Practical Multithreading},
publisher = {Manning Publications},
year = {2012},
isbn = {1933988770}
}
@book{Doherty2003,
author = {Michael Doherty},
title = {A Software Architecture for Games},
publisher = {University of the Pacific Depratment of Computer Science Research and Project Journal},
year = {2003}
}
@inproceedings{Church2002,
author = {Doug Church},
title = {Object Systems:
Methods for Attaching Data to Objects and
Connecting Behavior},
booktitle = {Game Developers Conference Proceedings},
year = 2002
}
@inproceedings{Bilas2002,
author = {Scott Bilas},
title = {A Data-Driven Game Object System},
booktitle = {Game Developers Conference Proceedings},
year = 2002
}
@inproceedings{Bilas2003,
author = {Scott Bilas},
title = {The Continuous World of Dungeon Siege},
booktitle = {Game Developers Conference Proceedings},
year = 2003
}
@inproceedings{Chady2009,
author = {Marcin Chady},
title = {Theory and Practice of Game Object Component Architecture},
booktitle = {Game Developers Conference Proceedings},
year = 2009
}
@inproceedings{Duran2003,
author = {Alex Duran},
title = {Building Object Systems: Features, Tradeoofs, and Pitfalls},
booktitle = {Game Developers Conference Proceedings},
year = 2003
}
@mastersthesis{Magnusson2011,
author = {Lars V. Magnusson},
title = {Game Mechanics Engine},
school = {Ostfold University College},
type = {Master's thesis},
year = {2011}
}
@book{Freeman2004,
author = {Eric Freeman},
title = {Head First design patterns},
publisher = {O'Reilly},
year = {2004},
address = {Sebastopol, CA},
isbn = {978-0596007126}
}
@book{Freeman2004,
author = {Eric Freeman},
title = {The Direct Cost of Virtual Function Calls in C++},
publisher = {O'Reilly},
year = {2004},
address = {Sebastopol, CA},
isbn = {978-0596007126}
}
@inproceedings{Holzle1994,
author = {H\"{o}lzle, Urs and Ungar, David},
title = {Optimizing Dynamically-dispatched Calls with Run-time Type Feedback},
booktitle = {Proceedings of the ACM SIGPLAN 1994 Conference on Programming Language Design and Implementation},
year = {1994},
isbn = {0-89791-662-X},
location = {Orlando, Florida, USA},
pages = {326--336},
publisher = {ACM},
address = {New York, NY, USA}
}
@inproceedings{Chang2001,
author = {Chang,J. M. and Lee,Woo H. and Srisa-an,Witawas},
year = {2001},
title = {A study of the allocation behavior of C++ programs},
journal = {The Journal of Systems & Software},
volume = {57},
number = {2},
pages = {107-118},
isbn = {0164-1212},
language = {English}
}
@book{Pedriana2007,
author = {Paul Pedriana},
title = {EASTL -- Electronic Arts Standard Template Library},
year = {2007}
}
@inbook{Meyers2005,
author = {Scott Meyers},
title = {Effective C++: 55 Specific Ways to Improve Your Programs and Designs (3rd Edition)},
publisher = {Addison-Wesley Professional},
year = {2005},
chapter = {Customizing new and delete},
isbn = {0321334876}
}
@inbook{Gerber2002,
author = {Richard Gerber},
title = {Software Optimization Cookbook: High-Performance Recipes for the Intel Architecture},
publisher = {Intel Pr},
year = {2002},
chapter = {Memory},
pages = {89-116},
isbn = {0971288712}
}
@inbook{Moller2008,
author = {Tomas Akenine-Moller and Eric Haines and Naty Hoffman},
title = {Real-Time Rendering, Third Edition},
publisher = {A K Peters/CRC Press},
year = {2008},
isbn = {1568814240},
chapter = {Optimization},
pages = {703-707}
}
@inbook{Martin2008,
author = {Robert C. Martin},
title = {Clean Code: A Handbook of Agile Software Craftsmanship},
publisher = {Prentice Hall},
year = {2008},
isbn = {0132350882},
chapter = {Classes},
pages = {135-152}
}