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The guiding principle in this book is to publish the best available tips for game programming. Most of these fit into 10 pages or less. But don't let the efficient presentation fool you. Almost every one of these tips will be invaluable to any serious game developer.
Early sections concentrate on techniques for creating more maintainable, faster code. A guide to using scripts for data-driven game modules and techniques teaches you better resource management. A quick-start tutorial to the Standard Template Library (STL) will help you learn how to use these fast collection classes in your code right away. Several contributors show off strategies for better game debugging and profiling (and there is even a set of classes that can provide on-screen feedback during testing.)
The mathematical underpinnings required to do leading-edge 3-D graphics processing are also discussed. And Artificial Intelligence (AI) techniques for games are explained.
Over 20 techniques for doing work with polygons (a staple of representing 3-D virtual worlds) are laid out too. You will learn a variety of important concepts such as collision detection, working with key frames, better skinning for character animation, and realistic terrain generation (including fractals). A discussion of pixel effects, with some cutting-edge ways to add more realistic lighting and shadows to your games, closes the discussion.
With its leading-edge material on algorithms used by the competition, Game Programming Gems will be a virtual must-read for anyone who works in the game industry. With code samples geared to OpenGL that should run on both Windows and Linux, this book will help developers hone their game programming skills. --Richard Dragan
The novice game developer might be a little overwelmed of some of the topics discussed but from the amount of knowledge contained in the book im positive everyone will benifit from the book and well worth their money.
For the professionals and experienced coders, you'll make your way to the top quickly from taking in and implementing the discussed topics in the book and find theres a few things that you wont probably find on the web.
This book is one of the highlights of my references and book collection. You wont be dissapointed!
The book has been excellently layed out for accessibility: you can browse the table of contents to spot a useful "gem," then read all about it, play with the source code (printed & on the CD) and if you're still interested, follow up references. Alternatively, you can sit down with the book and just read it, learning and being inspired! The list of topics is remarkable, and you can expect to find coverage of most of the tricks behind the complex games of the present day.
Limitations have been imposed on the contributions, such as the graphics API they use, in the interest of compatibility. Obviously, OpenGL (the 3D graphics API used) is not the only choice for game graphics, and so the reader may wish to convert to their chosen system. This will not be difficult, as the focus of the book is on the algorithms and techniques, not on the details of APIs or operating systems.
Don't expect to find a step-by-step guide to making your own 3D engine, or a detailed tutorial on setting up OpenGL for a particular OS. This book may well be a little tough going for the beginner, despite an introductory section. Nevertheless, providing you have already acheived a degree of familiarity with game programming, I am sure that you will find it one of the best advanced books on the subject. I thouroughly recommend it.
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