Graphics and Game Gems Database

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Articles by Steve Rabin

The Magic of Data-Driven Design
Steve Rabin
Game Programming Gems, Pages 3–7
Squeezing More Out of Assert
Steve Rabin
Game Programming Gems, Pages 109–114
Real-Time In-Game Profiling
Steve Rabin
Game Programming Gems, Pages 120–130
Designing a General Robust AI Engine
Steve Rabin
Game Programming Gems, Pages 221–236
A* Aesthetic Optimizations
Steve Rabin
Game Programming Gems, Pages 264–271
A* Speed Optimizations
Steve Rabin
Game Programming Gems, Pages 272–287
Recursive Dimensional Clustering: A Fast Algorithm for Collision Detection
Steve Rabin
Game Programming Gems 2, Pages 228–238
Strategies for Optimizing AI
Steve Rabin
Game Programming Gems 2, Pages 251–257
An Architecture for RTS Command Queuing
Steve Rabin
Game Programming Gems 2, Pages 273–278
Class Super Mario 64 Third-Person Control and Animation
Steve Rabin
Game Programming Gems 2, Pages 425–432
Finding Redeeming Value in C-Style Macros
Steve Rabin
Game Programming Gems 3, Pages 26–37
An Extensible Trigger System for AI Agents, Objects, and Quests
Steve Rabin
Game Programming Gems 3, Pages 285–293
The Science of Debugging Games
Steve Rabin
Game Programming Gems 4, Pages 5–18
Poster Quality Screenshots
Steve Rabin
Game Programming Gems 4, Pages 383–392
Powerful Explosion Effects Using Billboard Particles
Steve Rabin
Game Programming Gems 5, Pages 551–560
Fingerprinting Pre-Release Builds to Deter and Detect Piracy
Steve Rabin
Game Programming Gems 6, Pages 97–102
Using Gaussian Randomness to Realistically Vary Projectile Paths
Steve Rabin
Game Programming Gems 7, Pages 199–204
Designing a Realistic and Unified Agent-Sensing Model
Steve Rabin, Michael Delp
Game Programming Gems 7, Pages 217–228
Game Optimization through the Lens of Memory and Data Access
Steve Rabin
Game Programming Gems 8, Pages 385–392