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Game Engine Gems: v. 1
 
 
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Game Engine Gems: v. 1 [Hardcover]

Eric Lengyel

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Product details

  • Hardcover: 362 pages
  • Publisher: Jones and Bartlett Publishers, Inc; 1 Har/Cdr edition (30 April 2010)
  • Language English
  • ISBN-10: 0763778885
  • ISBN-13: 978-0763778880
  • Product Dimensions: 23.4 x 18.8 x 2.5 cm
  • Amazon Bestsellers Rank: 366,466 in Books (See Top 100 in Books)

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Product Description

Product Description

Game Engine Gems brings together in a single volume dozens of new articles from leading professionals in the game development industry. Each "gem" presents a previously unpublished technique related to game engines and real-time virtual simulations. Specific topics include rendering techniques, shaders, scene organization, visibility determination, collision detection, audio, user interface, input devices, memory management, artificial intelligence, resource organization, and cross-platform considerations. A CD-ROM containing all the source codes and demos accompanies the book. Visit www.jblearning.com to download Section 3 of Chapter 4 and Section 1 of Chapter 19, the complete table of contents with contributors, and to view the full press release.

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Front Cover | Copyright | Table of Contents | Excerpt | Index
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Customer Reviews

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Amazon.com:  2 reviews
28 of 31 people found the following review helpful
Disappointing book 5 Nov 2010
By Badger - Published on Amazon.com
Format:Hardcover|Amazon Verified Purchase
When one buys a "gem" series book, it is to learn specific, useful techniques for implementing systems and algorithms. The "gems" themselves are the sought-after ideas and theories, formed into concrete examples that can be applied to ones needs.

Unfortunately, this book does not live up to its "gems" titling, only serving to dilute that designation with weak content. Many of the chapters read as if they were written by high school students that attended a seminar on "game engine issues" and were forced to write a paper to prove they paid attention. In other words, the chapters will talk about how you would go about doing something and what would be desired in the final product, rather than describing how it is actually done. As such, many of the chapters are extremely short, some as short as 2-3 pages, and have sparse generalization information in them--hardly "gems."

This book should be retitled, and directed towards people who want to read about general issues and ideas in game engines. It's not a "gem" book by any means, and you're not going to glean any sophisticated techniques from the authors. I also have to wonder about that "5 star" first review given to this book, whether it was a shill review, because I can't expect any professional keeping this book on hand, let alone as a reference. I wish I had spent more time looking at the "Look Inside" preview before laying my money down for this mediocre book.
6 of 43 people found the following review helpful
A reference that should be on hand for any game developer, professional or amateur 12 April 2010
By Midwest Book Review - Published on Amazon.com
Format:Hardcover
An engine is simply a set of tools to create one's art in video games. "Game Engine Gems 1" is a collection of tips and tricks from countless software experts who have figured out how to make their desired game engine do what they want to create what they want and reach for that hit game or make that breakthrough technological innovation. Wisely using one's art assets, smarter artificial intelligence, creative uses for a physics engine, more vivid environments, all are discussed with plenty of ideas to make them work. With lots of example code and plenty of diagrams, "Game Engine Gems 1" is a reference that should be on hand for any game developer, professional or amateur.

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