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Core Techniques and Algorithms in Game Programming: CCNA 1-4 Instructor's Manual (NRG) [Paperback]

Daniel Sanchez-Crespo Dalmau
3.2 out of 5 stars  See all reviews (4 customer reviews)

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Book Description

11 Sep 2003 0131020099 978-0131020092 1

To even try to keep pace with the rapid evolution of game development, you need a strong foundation in core programming techniques-not a hefty volume on one narrow topic or one that devotes itself to API-specific implementations. Finally, there's a guide that delivers! As a professor at the Spanish university that offered that country's first master's degree in video game creation, author Daniel Sanchez-Crespo recognizes that there's a core programming curriculum every game designer should be well versed in-and he's outlined it in these pages! By focusing on time-tested coding techniques-and providing code samples that use C++, and the OpenGL and DirectX APIs-Daniel has produced a guide whose shelf life will extend long beyond the latest industry trend. Code design, data structures, design patterns, AI, scripting engines, 3D pipelines, texture mapping, and more: They're all covered here-in clear, coherent fashion and with a focus on the essentials that will have you referring back to this volume for years to come.



Product details

  • Paperback: 888 pages
  • Publisher: New Riders; 1 edition (11 Sep 2003)
  • Language: English
  • ISBN-10: 0131020099
  • ISBN-13: 978-0131020092
  • Product Dimensions: 18.7 x 3.5 x 23.1 cm
  • Average Customer Review: 3.2 out of 5 stars  See all reviews (4 customer reviews)
  • Amazon Bestsellers Rank: 1,413,186 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Product Description

About the Author

Daniel Sánchez-Crespo Dalmau is a professor at Pompeu Fabra University in Barcelona, Spain where he co-organized and serves as the current director of Spain's first Master's Degree in Video Game Creation. He also founded Novarama, an independent game studio in Barcelona that focuses on creating innovative games for the PC/Xbox platform. As a columnist he has been a frequent contributor to Byte Magazine Spain, Game Developer Magazine, and the Gamasutra web site, publishing more than 40 articles. Send comments about the book to him at dsanchez@novarama.com.


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Customer Reviews

3.2 out of 5 stars
3.2 out of 5 stars
Most Helpful Customer Reviews
2 of 2 people found the following review helpful
3.0 out of 5 stars Good as an info-filler... 20 May 2004
Format:Paperback
As another review said.."I should've known...".
He was correct but it doesn't tell the whole story.
The author gives us an overview of just about everything gaming related - and that *is* a lot of info. He gives crystal clear explanations to everything you've ever heard of in gaming- hence this book is superb at filling the gaps of knowledge that otherwise you'd have to delve through endless websites to glean. The problem is though that the explanations are at a very high level - a few snippets of pseudo code here and there give more detail but it's unlikely that you could use the book as a reference in itself - more likely that you use this book to get a high level explanation of a techiqure/concept and then trawl gaming websites (eg [...]) to get a proper working coded example. You can flick through the whole book in a few hours or so and fill in your gaps in knowledge.
Useful, but not the 'all things to all men' book you'd expect from the title. However, I'd highly recommend it to newbies.
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1 of 1 people found the following review helpful
4.0 out of 5 stars Exactly as it says on the cover 25 Nov 2007
Format:Paperback
OF course, the reviews on this page have a direct point, the book is useful mainly as a wide spectrum of information as opposed to a direct specialist tool, but that's how it's advertised and listed.

The book covers topics from networking and games history in pahes to Level of Detail (LOD), Vertex Caching techniques and some basic maths training, which is ideal to allow most aspiring developers to get a foothold, without bogging the user down in complicated terms or forumlae. The book uses both OpenGL and Direct3D (of course, older versions compared to right now, as the book is from 2003, and it's coming on 2008), but a lot of the topics involved carry a backward-compatibility with today's technology.

As a graphics student, this was ideal to me, as I wanted to look at an entire range of technologies and recommendations for game development, I'd recommend it highly to anyone who hasn't yet found a niche, or needs the information on where to go next in their projects or career.
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4.0 out of 5 stars Good Book 27 Jan 2006
Format:Paperback
Starts with a good history of games follows on to the game loop and development. From there it follows on into data structures and explains methods for solving problems i.e. algorithms. I found this book very interesting and informative, i believe there is no actual code because this book does not set out to teach you C++ it sets out to inform you of algorithms and the techniques for games programming.
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5 of 9 people found the following review helpful
2.0 out of 5 stars The book does not live up to the title! 14 Dec 2003
By Ramon
Format:Paperback
Well the title of the book says it all. I should have known that if the books title lived up to what it says it would have been three times bigger. The book takes an attempt to explain the main algorithms used in game programming but I am afraid that the explanations are too shallow in most cases. I should have known better.
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