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Game Coding Complete [Paperback]

Mike McShaffry
4.7 out of 5 stars  See all reviews (7 customer reviews)
RRP: £42.99
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Book Description

19 Mar 2012
Welcome to Game Coding Complete, Fourth Edition, the newest edition of the essential, hands-on guide to developing commercial-quality games. Written by two veteran game programmers, the book examines the entire game development process and all the unique challenges associated with creating a game. In this excellent introduction to game architecture, you'll explore all the major subsystems of modern game engines and learn professional techniques used in actual games, as well as Teapot Wars, a game created specifically for this book. This updated fourth edition uses the latest versions of DirectX and Visual Studio, and it includes expanded chapter coverage of game actors, AI, shader programming, LUA scripting, the C# editor, and other important updates to every chapter. All the code and examples presented have been tested and used in commercial video games, and the book is full of invaluable best practices, professional tips and tricks, and cautionary advice.

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Game Coding Complete + Mathematics for 3D Game Programming and Computer Graphics + Introduction to 3D Game Programming with Directx 11
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Product details

  • Paperback: 940 pages
  • Publisher: Delmar Cengage Learning; 4th Revised edition edition (19 Mar 2012)
  • Language: English
  • ISBN-10: 1133776574
  • ISBN-13: 978-1133776574
  • Product Dimensions: 23.1 x 19 x 5.3 cm
  • Average Customer Review: 4.7 out of 5 stars  See all reviews (7 customer reviews)
  • Amazon Bestsellers Rank: 65,080 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Product Description


PART I: GAME PROGRAMMING FUNDAMENTALS. 1. What is Game Programming Really Like?. 2. What's in a Game?. 3. Coding Tidbits and Style That Will Save You. 4. Building Your Game. PART II: GET YOUR GAME RUNNING. 5. Game Initialization and Shutdown. 6. Controlling the Main Loop. 7. Loading and Caching Game Data. 8. Programming Input Devices. 9. User Interface Programming. PART III: CORE GAME TECHNIQUES. 10. Game Event Management. 11. Scripting with Lua. 12. Game Audio. 13. 3D Basics. 14. 3D Scenes. 15. Collision and Simple Physics. 16. Network Programming Primer. PART IV: ADVANCED TOPICS AND BRINGING IT ALL TOGETHER. 17. An Introduction to Game AI. 18. Introduction to Multiprogramming. 19. A Game of Teapot Wars!. 20. A Simple Game Editor in C#. 21. Debugging Your Game. 22. Driving to the Finish.

About the Author

Mike McShaffry, aka "Mr. Mike," began programming games as soon as he could tap a keyboard. After graduating from the University of Houston, he worked for Warren Spector and Richard Garriott, aka "Lord British," at Origin Systems on Martian Dreams, Ultima VII: The Black Gate, Ultima VIII: Pagan, Ultima IX: Ascension, and Ultima Online. Seven years later he formed his first company, Tornado Alley. Mike later accepted a position at Glass Eye Entertainment, working for his friend Monty Kerr, where he produced Microsoft Casino. Ten months later, Monty asked Mike and his newly assembled team to start their own company, called Compulsive Development, which would work exclusively with Microsoft on casual casino and card games. Mike served as the Head of Studio, and together with the rest of the Compulsive folks, produced three more casual titles for Microsoft until August 2002. Compulsive was acquired by Glass Eye Entertainment to continue work on Glass Eye's growing online casual games business. Mike was later recruited to start an Austin studio for Maryland-based Breakaway Games. Mike is currently self-employed, helping teams build a positive, creative and energetic environment so they can do what they do best--make great games.

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Most Helpful Customer Reviews
5 of 5 people found the following review helpful
4.0 out of 5 stars A complete view on game engine architecture. 15 July 2012
By cesla
Format:Paperback|Verified Purchase
This is a very good book about structuring your low-level engine code when writing a game. It does feel very 'complete', in the sense of being almost everything here - though the title is kind of misleading, since there is focus on low-level engine stuff, and not that much on coding a game itself. If you're interested more in creating a game than an engine, you'll be better with books or tutorials focused on a specific framework (XNA, for example).

It's not for a complete beginner, but it isn't very advanced. You need to know some C++, as every code bit is either in C++ or in Lua (Lua syntax is explained in the book). You don't need to be a code guru to understand everything, but you won't get any C++ lessons here (which imho is a *very* good thing), maybe besides smart pointers and Lua binding. There's some DirectX and Windows-specific code, and I'm not sure I would recommend actually using such a low-level API when writing small to medium projects, so have in mind that some chapters here may be a waste of space for you (for me it was the audio chapter, 3D graphics, a lot of things DirectX-specific, Lua crash course were unnecessary).

I recommend buying the book IF you're interested in writing your own engine from scratch. I would add that if you just want to make games, creating such a low-level engine is probably a bad idea, since there are many great frameworks out there - but on the other hand it's good to know HOW everything could work inside. It's one of the best books about game engine architecture, although there could be more class diagrams and less code examples (I must say however, that most of the code examples are very readable and clean).
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2 of 2 people found the following review helpful
5.0 out of 5 stars Excelent book 6 Mar 2013
Format:Paperback|Verified Purchase
I would recomend this to anyone who is in education and looking to get into the games industry, as it covers the 'boring' but vital parts of game development (resource caching, source control, tools, etc) and doesn't just focus on rendering. If you are in the industry it's well worth a read, if for nothing else than the 'Tales from the pixel mines' and then thinking, yup been there.

Also if you have one of the older versions I would recomend atleast taking a lok at the index as I already own the first edition and this is a good update.
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1 of 1 people found the following review helpful
Format:Paperback|Verified Purchase
I'm still 25% into this book and as someone that wants to be a game programmer, I love it ! It explains all of the building blocks of modern games and, while doing so (and this is actually something I really appreciated), the authors share their personal experience with the reader. A small warning for beginners, you'll need some C++ background or else, you might not get the point of some concepts or they can be overwhelming, although, most of the components described here are language agnostic (but they still use C++ for the code examples so...).

I'm finishing a Game Development university course and when asked, I tell my peers that Sir Mike McShaffry and Sir David "Rez" Graham are the teachers we didn't had!
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4.0 out of 5 stars Great book for intermediate C++ programmer 11 Jan 2013
By ribbs23
Format:Paperback|Verified Purchase
I was looking foward to receiving this book and I wasn't disappointed, although I'm a beginner C++ programmer the explanations are good enough to slowly figure out what they are trying to teach - although I have to re-read each chapter - It is what it says, a complete experience in coding a game engine. The concepts involved are based on professional techniques so can be a little advanced but overall with patience and re-reading it does start to flow. I am taking my time to go through it as like I said I'm pretty much a beginner and with the 'further reading' recommendations, I'm using different books to accompany what I'm getting from this title. I've had the book for about a month and already feel confident in progressing.
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