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--Alex Dunne, Executive Producer, Gamasutra.com
"...brings together material from a variety of advanced gaming topics into a single well-organized book. Wish I had something like this to refer to when I was starting out."
--Ed Magnin Video Game Designer and Programmer, Magnin & Associates
"College students pursuing a degree in the field of game programming will need this book. In addition, professional programmers who wish to learn more about game-specific topics will greatly benefit from reading this book."
--Wendy Stahler, Professor and Course Director of Game Design and Development, Full Sail Real World Education
"I can't think of any published book on game programming that covers this range of topics."
--Eric Le, 3D Programmer, Ubi Soft Entertainment
To even try to keep pace with the rapid evolution of game development, you need a strong foundation in core programming techniques-not a hefty volume on one narrow topic or one that devotes itself to API-specific implementations. Finally, there's a guide that delivers! As a professor at the Spanish university that offered that country's first master's degree in video game creation, author Daniel Sanchez-Crespo recognizes that there's a core programming curriculum every game designer should be well versed in-and he's outlined it in these pages! By focusing on time-tested coding techniques-and providing code samples that use C++, and the OpenGL and DirectX APIs-Daniel has produced a guide whose shelf life will extend long beyond the latest industry trend. Code design, data structures, design patterns, AI, scripting engines, 3D pipelines, texture mapping, and more: They're all covered here-in clear, coherent fashion and with a focus on the essentials that will have you referring back to this volume for years to come.
I was able to acquire this book at a great price. It is now considered a classic. It focuses on core techniques any game programmer should have in his arsenal. Thank you.Published on February 3, 2013 by Juan Alberto Aranda Alvarez
This is probably the best book I have ever seen on games programming. It should definitely be in your top 10 list if you are a games developer! Read morePublished on November 24, 2012 by R. Brunson
I really like this approach... I already know how to program and have been programming games for years, so I don't need a long drawn out explanation for everything. Read morePublished on January 18, 2012 by ddaavnid
This book bored me to tears. It reads like a text book, theres rarely an example. I don't get any explanation of what tools to use, how to set them up, or anything that i can... Read morePublished on April 18, 2007 by James D. Peckham
The content in the book definetly adheres to the title of the book. It covers major design patterns used in the current video game industry, and always keeping in mind to stick... Read morePublished on September 2, 2005 by V. Atyam
I find it telling that the author's bio does not mention any games that he has worked on, because it quickly becomes apparent when reading it that this is *not* the advice of a... Read morePublished on June 12, 2004 by The 14 Amazons
This is an ambitious and expensive book. In my opinion it isn't really worth the cost. I have two major criticisms: first, there is no CD with code samples, and no color plates for... Read morePublished on May 12, 2004 by J. Benjamin St John
I have read about half of this book so far. I was very excited about this book while reading it because it does contain a lot of useful general information. Read morePublished on May 6, 2004
I got this book around Xmas and haven't yet finished reading it, but so far I'm extremely happy with my purchase: the contents are extremely up-to-date, and the explanations are... Read morePublished on February 22, 2004 by Jerry Yee