[BIL00] Bilas, Scott. “A Generic Function-Binding Interface.” Game Programming Gems, 56-67. Charles River Media. 번역서는 “일반화된 함수-바인딩 인터페이스,” Game Programming Gems, 정보문화사, 2000.
[CAF01] Cafrelli, Charles. “A Property Class for Generic C++ Member Access.” Game Programming Gems 2, 46-50. Charles River Media. 번역서는 “범용 C++ 멤버 접근을 위한 속성 클래스,” Game Programming Gems 2, 정보문화사, 2002.
[JEN01] Jensen, Lasse Staff. “A Generic Tweaker.” Game Programming Gems 2, 118-126. Charles River Media. 번역서는 “범용 트위커,” Game Programming Gems 2, 정보문화사, 2002.
[OLS00] Olsen, John. “Stats: Real-Time Statistics and In-Game Debugging.” Game Programming Gems, 115-119. Charles River Media. 번역서는 “Stats: 실시간 통계와 게임 내 디버깅,” Game Programming Gems, 정보문화사, 2000.
[POU02] Pouratian, Allen. “Platform-Independent, Function-Binding Code Generator.” Game Programming Gems 3, 38-42. Charles River Media. 번역서는 “플랫폼 독립적인 함수 바인딩 코드 생성기,” Game Programming Gems 3, 정보문화사, 2003.
[STR97] Stroustrup, Bjarne. “Templates.” The C++ Programming Language, Third Edition, 327-354. Addison Wesley, 2000.
[WAK01] Wakeling, Scott. “Dynamic Type Information.” Game Programming Gems 2, 38-45. Charles River Media. 번역서는 “동적인 형 정보,” Game Programming Gems 2, 정보문화사, 2002.
[RatCliff01] RatCliff, John W. “Sphere Trees for Fast Visibility Culling, Ray Tracing, and Range Searching.” Game Programming Gems 2, 384-387. Charles River Media. 번역서는 “빠른 가시성 제외, 레이 트레이싱, 범위 검색을 위한 구 트리,” Game Programming Gems 2, 정보문화사, 2002.
[Ierusalimschy03] Roberto Ierusalimschy, Programming in Lua, Published by Lua.org, December 2003.
1.11 방침 기반 설계로 자유 목록 개선하기
[Alexandrescu01] Alexandrescu, Andrei. Modern C++ Design. Addison Wesley, 2001. 번역서는 제네릭 프로그래밍과 디자인 패턴을 적용한 Modern C++ Design, 인포북, 2003.
[GoF95] Gamma, Erich 외. Design Patterns. Addison Wesley, 1995.
[Glinker04] Glinker, Paul, “Fight Memory Fragmentation with Templated Freelists,” Game Programming Gems 4, Charles River Media, 2004. 번역서는 “자유목록 템플릿을 이용한 메모리 단편화 해결,” Game Programming Gems 4, 정보문화사, 2005
[STLPort04] STLPort 웹 페이지. www.stlport.org. September 20, 2004.
[Vandevoorde03] Vandevoorde, David, 및 Nicolai M. Josuttis, C++ Templates: The Complete Guide, Addison Wesley, 2003.
[Bilas00] Bilas, Scott, “An Automatic Singleton Utility,” Game Programming Gems, Charles River Media, Inc., 2000. 번역서는 “자동적인 단일체 유틸리티,” Game Programming Gems, 정보문화사, 2000.
[Boer00] Boer, James, “Resource and Memory Management,” Game Programming Gems, Charles River Media, Inc., 2000. 번역서는 “자원과 메모리 관리,” Game Programming Gems, 정보문화사, 2000.
[Brownlow02] Brownlow, Martin, “Save Me Now!,” Game Programming Gems 3, Charles River Media, Inc., 2002. 번역서는 “자동화된 게임 저장 구현,” Game Programming Gems 3, 정보문화사, 2003.
[Olsen00] Olsen, John, “Fast Data Load Trick,” Game Programming Gems, Charles River Media, Inc., 2000. 번역서는 “빠른 데이터 로드 기법,” Game Programming Gems, 정보문화사, 2000.
[Wakelin01] Wakeling, Scott, “Dynamic Type Information,” Game Programming Gems 2, Charles River Media, Inc., 2001. 번역서는 “동적인 형 정보,” Game Programming Gems 2, 정보문화사, 2002.
1.14 효과적인 캐시 무관 ABT 트리 구현
[Agarwal03] Agarwal, Arge, and Bryan Danner, Bryan, “Cache-Oblivious Data Structures for Orthogonal Ranger Searching”, ACM Proceedings of the 19th Annunal Symposium on Conecptual Geometry, 2003.
[Bender00] Bender, Demaine 및 Farach-Colton, “Cache-oblivious B-trees”, Proc. 41st Ann. Symp. on Foundations of Computer Science, pp.399-409, IEEE Computer Society Press, 2000.
[Brodal03] Brodal, “Cache Oblivious Searching and Sorting.” Seminar, IT University of Copenhagen. Copenhagen, Denmark. 2003.
[Ericson03] Ericson, Christer. “Memory Optimization.” CDC 2003, Santa Monica, Sony Computer Entertainment, 2003.
[Frigo99] Frigo, Leiserson 및 Prokop, Ramachandran, “Cache-Oblivious Algorithms.” Proc. 40th Annual Symposium on Foundations of Computer Science (FOCS), 285-297, 1999.
[Gomez01] Gomez, Loura, Compressed Axis-Aligned Bounding Box Trees, Game Programming Gems 2, Charles River Media, 2001. 번역서는 “압축된 축 정렬 경계상자 트리,” Game Programming Gems 2, 정보문화사, 2002.
[Hennessy03] Hennessy, Patterson, Computer Architecture: A Quantitative Approach, Morgan Kaufmann Publishers Inc., 2003.
[Hill02] Hill, Lipasti, Cache Performance, University of Wisconsin-Madison, 2002.
[Herrington03] Herrington, Jack. Code Generation in Action. Manning Publications, 2003.
[Ierusalimschy03-1] Ierusalimschy, Roberto., L. H. de Figueiredo, W. Celes. “Lua 5.0 Reference Manual.” Technical Report MCC-14/03, PUC-Rio, 2003. 웹 주소 http://www.lua.org/manual/5.0/.