Save Big On Open-Box & Preowned: Buy "Game Coding Complete, Fourth Edition” from Amazon Warehouse Deals and save 46% off the $59.99 list price. Product is eligible for Amazon's 30-day returns policy and Prime or FREE Shipping. See all Open-Box & Preowned offers from Amazon Warehouse Deals.
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 email address or mobile phone number.
SquareTrade 3-year Office Protection Plan ($0-$50)from SquareTrade
- Coverage for product breakdowns and malfunctions
- 24/7 customer support
- Free shipping on all repairs with no deductibles or hidden fees
- Fully transferable with gifts. Cancel anytime, full refund in the first 30 days
- If you purchase this service plan and eligible product for this service plan, you acknowledge that Amazon may send the service plan seller relevant product and price information for the purpose of administering the plan
Game Coding Complete, Fourth Edition Paperback – March 5, 2012
|New from||Used from|
Top 20 lists in Books
View the top 20 best sellers of all time, the most reviewed books of all time and some of our editors' favorite picks. Learn more
Frequently Bought Together
Customers Who Bought This Item Also Bought
Special Offers and Product Promotions
About the Author
David "Rez" Graham is a self-taught programmer who has been writing games in his basement since 1996. In 2005, he landed a programming job at Super-Ego Games where he worked on mini-games and AI for Barbie Diaries: High School Mystery for the PC. He also worked on a comedy adventure game called RatRace for the PlayStation 3. In 2008, Rez went to work for Planet Moon and worked on Brain Quest for the Game Boy DS and Drawn to Life: The Next Chapter for the Wii. Rez went to PlayFirst in 2010 where he worked on Diner Dash: Grillin' Green for the iPad and was the lead engineer for Wedding Dash for the iPhone 4. Rez currently works at Electronic Arts as an AI programmer for the Sims division. He has shipped two titles there, which include The Sims Medieval and the Pirates & Nobles Adventure Pack. He is currently the lead AI programmer for an upcoming Sims title.
More About the Author
Exactly seven years from the day he was hired, Mike arranged his escape and in 1997 formed his first company, Tornado Alley. Tornado Alley was a garage start-up whose goal was to create No Grownups Allowed, a massively multiplayer world for children--something that was sure to land Mike and anyone else at Tornado Alley front and center of a Congressional hearing. While No Grownups never left the tarmac, a kid's activity program called Magnadoodle by Mattel Media did, and in record development time.
The entrepreneurial bug, a ravenous and insatiable beast, finally devoured enough of Mike's remaining EA stock to motivate him to take a steady gig at Glass Eye Entertainment, working for his friend Monty Kerr, where he produced Microsoft Casino. Ten short months later, Monty asked Mike and his newly assembled team to start their own company called Compulsive Development, which would work exclusively with Microsoft on casual casino and card games.
Mike served as the primary coffee brew master and Head of Studio, and together with the rest of the Compulsive folks, twenty great people in all, produced three more casual titles for Microsoft until August 2002. Compulsive was acquired by Glass Eye Entertainment to continue work on Glass Eye's growing online casual games business.
Mike was hungry for AAA console work, and in 2003 he got what he wanted: - Ion Storm's Thief: Deadly Shadows team called Mike in to create their third-person camera technology and work on fine- tuning character movement at the 11th hour. What started as a two week contract turned into almost a year of labor working side- by- side with programmers that used to call Mike boss.
While it was great to be "one of the boys" again, it couldn't last forever. Mike was recruited to start an Austin studio for Maryland- based Breakaway Games. Breakaway Austin's focus was AAA console development and high- end simulations for the U.S. Military and DoD contractors. Mike and three of the BreakAway Austin team actually visited the USS Harry S. Truman, one of the U.S. Navy's CVN class Nuclear Aircraft Carriers. They flew out, landed on the carrier, spent four days and nights with the officers and crew, and got launched to go back home. Afterwards they created 24 Blue, a training simulator that mimics the insane environment of the deck of the carrier, jets and everything.
After BreakAway Austin Mike founded a consulting company called MrMike. He figured that nearly 18 years in the gaming industry was enough to firmly establish that as a good identity for the company. For nearly two years, he helped small game companies choose their game technology, firm up their production practices, and pitch game ideas to industry publishers like Microsoft, EA, THQ, and others. One of his clients, Red Fly Studio, made him an offer he couldn't refuse and he jumped back into a full time gig.
In 2008 Mike took the position of Executive Producer, and helped ship Mushroom Men: The Spore Wars, Ghostbusters for Wii/PS2, The Force Unleashed II for the Wii, Thor The Video Game for Wii/3DS, and three games for iOS/Android, including Inertia: Escape Velocity and Elenints.
Mike left Red Fly Studio in 2012 to restart his freelance career - helping companies get misbehaving projects under control and using his programming skills to develop custom tools, mobile apps, and anything else that seems interesting.
If Mike's fingers aren't tapping away at a keyboard, he's probably either "downhilling" on his mountain bike or enjoying good times with his friends in Austin, Texas.
Top Customer Reviews
While there are a few requisite chapters about rendering, which uses the newest version of DirectX, they are less about teaching you how to use the API and more about how to structure a renderer for a game engine. This is a topic that is all to often overlooked except in game engine books, many of which are of questionable quality. Fortunately, GCC is written in a far more structured manner and these chapters, as well as all of the others, don't feel as though the authors wrote the first solution that came into their minds and the result is a much higher quality book.
While the first few chapters are basic introductions and a bit of design theory, the heart of the book begins in chapter 5. What follows is nearly twenty chapters of topics discussed with a fair amount of detail on subjects that are often missed entirely. This part of the books begins with a lengthly discussion on how to properly start up and shut down your game or game engine. While many books choose to miss any kind of discussion on how to do this in an elegant way, GCC gives it the attention it deserves and it may just be the best chapter in the entire book. Chapters on game actors, input devices (including game pads as well as keyboards/mice) and scripting have seen extensive rewrites from the third edition in order to modernize the code.Read more ›
While other books usually fall short, focusing mostly on a single element such as the game engine or the game only, this book takes you step by step through the process of creating the game engine using practical approaches from modern (2012) game industry applications, then follows up with creating a whole simple yet fun game and finishes with an editor for the game you just built. The whole process leaves you with enough knowledge to tackle your own game development with a set of tools to start with.
The chapters are set in order to teach you how to set up each piece of the engine from starting your windows application to reading user input, managing memory, rendering graphics, playing audio and even networking. Personally I enjoyed chapter 6 a lot where the authors explain Component based Actor architecture which feels to be a very simple and instinctive way to describe your in-game entities/actors. By the end of the chapter you should know how to create easy to use XMLs for defining your game objects. (Personally I added a binary read/write conversion for those classes for performance once game editing is done)
Another chapter I enjoyed a lot was chapter 18 "An Introduction to Game AI" where Rez explains many different AI systems all which the reader can choose from to use for specific game implementations, using a lot of examples from previous games he worked on such as The Sims Medieval .Read more ›
Long story: There are few textbooks required by the Digipen Institute, one of the best game programming schools in the country. It emphasizes working together with your classmates to actually learn how to create games, so there is not a lot of actual book work to be done. This is one of those few books required. That alone should be enough to convince you it is worthwhile.
Let's go into a bit further though. The game industry has been alive for decades now, and that has led to standards and styles of programming that proves more effective than other methods. It is accepted that C++, and object-oriented programming in general, is the way to go. Event-driven programming is common in large titles. Resource management is a common theme in a game with gigs of data that needs to be continually streamed in. Multiple controller schemes need to be supported.
The authors of this book have worked in the industry, and this book is their offering to help teach you how modern games are made. Other books will manually load in individual resources, or will read the state of the keyboard directly in their examples. This is fine when you are first learning DirectX, for instance. But if you plan to work with a team, and you have tens of thousands of lines of code to debug, much of which you may not have actually written yourself, you need a better structure supporting your game, or it will become top-heavy and impossible to finish. This is what they are focusing on getting across.Read more ›
Most Recent Customer Reviews
Thank you for having this available. Great description; was exactly what I was looking forPublished 1 month ago by Sheri B Lodel
I used this book for school. We ended up reading the section on networking. It dealt mostly with C++ and a game engine. I don't really recall much after that. Read morePublished 1 month ago by Sean P. Richards
This book is just a compilations of "watch out for this" and "copy what i did here for this" which would be fine if it was applicable for ant system besides PC. Read morePublished 2 months ago by IK
Code will not compile on newer Win 8+ rigs. Author is a bit 'busy' getting around to converting. Bugs in engine, physics crash...Published 8 months ago by Cory Price
Why does the Kindle edition cost more than the print edition??Published 8 months ago by quicksilverhorseman
WARNING: IF YOU ARE AFRAID OF COMPLICATED WINDOWS API CODE, THIS WILL BE ROUGH!!!
This book is riddled with complicated and 90% windows specific code. Read more
I bought this for my son who wants to learn how to make games. I read through a bit of it which is saying something in that it's an engaging book, easy to read and without a doubt... Read morePublished 13 months ago by ryan banta