Game Programming Gems 4: v. 4 (Game Programming Gems (W/CD)) Hardcover – 2 Apr 2004
- Choose from over 13,000 locations across the UK
- Prime members get unlimited deliveries at no additional cost
- Find your preferred location and add it to your address book
- Dispatch to this address when you check out
Frequently Bought Together
Customers Who Bought This Item Also Bought
Enter your mobile number or email address below and we'll send you a link to download the free Kindle App. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required.
To get the free app, enter your mobile phone number.
SECTION 1 GENERAL PROGRAMMING SECTION 2 MATHEMATICS SECTION 3 PHYSICS SECTION 4 ARTIFICIAL INTELLIGENCE SECTION 5 GRAPHICS SECTION 6 NETWORK AND MULTIPLAYER SECTION 7 AUDIO APPENDIX: ABOUT THE CD-ROM
About the Author
Andrew Kirmse (San Rafael, CA) was the co-inventor and director of Meridian 59 (1996), and the graphics programmer on Star Wars: Starfighter (2001). He has degrees in physics, mathematics, and computer science from Massachusetts Institute of Technology, and currently works for Lucas Arts Entertainment Company. He has contributed to all three volumes in the Game Programming Gems series, and served as the section editor for Network and Multiplayer Programming for Game Programming Gems 3.
What Other Items Do Customers Buy After Viewing This Item?
Top Customer Reviews
My main gripe is that some of the chapters (Networking/multiplayer and Artificial Intelligence) were a little short and contained mainly very very high level information, finding the network section to be unhelpful.
Overall the book was good quality, with useful information in it... It's a shame that they have such a high price tag!
Most Helpful Customer Reviews on Amazon.com (beta)
Although all of the topics are relevant to game development, because they are typically very narrow in scope, your mileage will vary depending on what exactly you're working on. This is true for the entire series. It's likely that you won't be reading the book cover to cover, but rather a handful of chapters here and there as you need them. This fourth volume is particularly useful in that respect because it includes a comprehensive index of the first 4 volumes
Another noteworthy change is the addition of a physics section. Given how important physics has become in game development, this is a welcome addition. It's also interesting to see a couple of chapters that use Python and Java (though only one for each) for the sample code, rather than the C++ used for most of the chapters. DirectX is used for much of the sample code, with OpenGL being used in a few of the graphics chapters.
This volume does have a few shortcomings, which again are typical for the series. Due to the length of the articles (about 5 to 15 pages each), some of them were a bit too short to cover the topic with sufficient depth. This is pretty subjective, since many people may be satisfied with a more high-level explanation, but it seems to me that the series would be better served with a smaller number of slightly longer articles that go into greater depth.
I also think that the price of the book is rather high. True, it's hardbound, but similar books have been published (notably, GPU Gems, which is hardbound, the same length, and printed in full-color) with notably lower prices. Since the book covers such a broad range of topic areas - only a handful of which will be of interest to you - the value of this book is diminished somewhat.
Despite the price, this book is still an important part of any complete game programming library. If you have the previous volumes, you'll want to pick it up for the index if nothing else.
Games Gems is kind of like a recipe book with all kinds of little coding ideas/tricks. I will say that some of them I have not seen anywhere else. I was most impressed with the articles about shadows. My biggest complaint other than price is that I would have like to see more of the articles have both OpenGL and DirectX source code. This book is geared toward intermediate to advanced level programmers. The retail price of $70.00 is really high for a book even if it is a hardcover.
3.1 - Ten Fingers of Deaty: Algorithms for Combat Killing
5.11 - Heat and Haze Post-Processing Effects
7.2 - A Simple Real-Time Lip-Synching System
There is no question that the main driving force for faster computers is to make for more realistic gaming. And the faster computers allow more sophisticated programming to be done to make the grass wave realistically.
This is probably not a book you're going to sit down and read from cover to cover. You'll probably scan through and read the ones that are applicable to just what you need to do next. But then in a couple of weeks, in a couple of months....
Look for similar items by category
- Books > Computing & Internet > PC & Video Games
- Books > Computing & Internet > Programming > Algorithms
- Books > Computing & Internet > Programming > Games
- Books > Computing & Internet > Programming > Graphics & Multimedia
- Books > Computing & Internet > Programming > Languages & Tools
- Books > Sports, Hobbies & Games > Hobbies & Games