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Retro Game Programming: Unleashed for the Masses (Premier Press Game Development)

โœ Scribed by Earl John Carey


Year
2005
Tongue
English
Leaves
335
Edition
1
Category
Library

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๐Ÿ“œ SIMILAR VOLUMES


Retro Game Programming: Unleashed for th
โœ Earl John Carey ๐Ÿ“‚ Library ๐Ÿ“… 2005 ๐Ÿ› Course Technology PTR ๐ŸŒ English

I have been so disapointed reading this book. Just avoid it. the book is totally unballanced in his construction. Some important information are totally overflew where so very unimporting things are treated in details. There is a big chapter on "how to plug a cable in a plug" very detailed with lot

Data Structures for Game Programmers (Pr
โœ Ron Penton ๐Ÿ“‚ Library ๐Ÿ“… 2002 ๐Ÿ› Muska & Lipman/Premier-Trade ๐ŸŒ English

Meh, mark should be 2... 5 is an accident. I will be brief. I only have 4.5 years experience as a programmer, of those only 1.5 were spent on C++ and I have no experience whatsoever in game programming; the new stuff I learned from this book could be printed on a letter page or less. This is just g

Data Structures for Game Programmers (Pr
โœ Ron Penton ๐Ÿ“‚ Library ๐Ÿ“… 2002 ๐Ÿ› Muska & Lipman/Premier-Trade ๐ŸŒ English

Meh, mark should be 2... 5 is an accident. I will be brief. I only have 4.5 years experience as a programmer, of those only 1.5 were spent on C++ and I have no experience whatsoever in game programming; the new stuff I learned from this book could be printed on a letter page or less. This is just g

Data Structures for Game Programmers (Pr
โœ Ron Penton ๐Ÿ“‚ Library ๐Ÿ“… 2002 ๐Ÿ› Muska & Lipman/Premier-Trade ๐ŸŒ English

Meh, mark should be 2... 5 is an accident. I will be brief. I only have 4.5 years experience as a programmer, of those only 1.5 were spent on C++ and I have no experience whatsoever in game programming; the new stuff I learned from this book could be printed on a letter page or less. This is just g

AI Techniques for Game Programming (The
โœ Mat Buckland ๐Ÿ“‚ Library ๐Ÿ“… 2002 ๐Ÿ› Course Technology PTR ๐ŸŒ English

"AI Techniques for Game Programming" takes the difficult topics of genetic algorithms and neural networks and explains them in plain English. Gone are the tortuous mathematic equations and abstract examples to be found in other books. Each chapter takes readers through the theory a step at a time, e