Writing computer games is hard. Games today are complex projects that involve large teams of specialized artists and programmers. These teams are perpetually pushing technology beyond its boundaries and stretching their skills to the max. To alleviate these problems, Game Programming Golden Rules pr
Game Programming Golden Rules (Game Development Series)
โ Scribed by Martin Brownlow
- Publisher
- Charles River Media
- Year
- 2004
- Tongue
- English
- Leaves
- 338
- Series
- Game Development Series
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
โฆ Synopsis
First off - this book assumes a familiarity with C or C++. If pointer arithmetic makes you squirm, better hit the language basics books before picking this up. For the rest of you, this book is a valuable resource.
In a few short chapters, the book gives a good primer on some of the more difficult "real" problems beginning game programmers come across. Scripting and using scripted finite state machines is a big focus. Instead of just hooking up LUA to your C engine and using the "magic" macros, the book describes a fly-weight scripting language of your own. The coverage of the resource pipeline and assets is also very good. The book is not the final word on any of these topics, but provides a good grounding and ability to look for more information on each of them. Brownlow has a talent for demystifying some complex topics. One of my all-time favorite game programming books.
๐ SIMILAR VOLUMES
Writing computer games is hard. Games today are complex projects that involve large teams of specialized artists and programmers. These teams are perpetually pushing technology beyond its boundaries and stretching their skills to the max. To alleviate these problems, Game Programming Golden Rules pr
I wanted to give this book just 1-star, but I went with 2 on the basis of the facts that a) it is most likely a good source of information for more experienced programmers, and b) I didn't get far enough into the book to rate it in its entirety. First off, as others have mentioned, "beginning to in
How many times have you spent countless hours completely absorbed in conquering the latest role-playing game? Want to experience the thrill of creating your own captivating role-playing game? This book is your guide to doing just that. Covering everything that you need to create a role-playing game-
I started out with absolutely NO knowledge about OpenGL, Graphics or Windows API. Now, I'm writing windows apps like its childs-play now. He is accurate, succinct, and just gives you all the info you need and not when you don't. Its accurate and well edited. Goodluck to all without it, and to those