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Game Programming Gems 2 (Game Programming Gems (W/CD)) (Vol 2) Hardcover – July 26, 2001


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Game Programming Gems 2 (Game Programming Gems (W/CD)) (Vol 2) + Game Programming GEMS 3 (Game Programming Gems Series) (v. 3) + Game Programming Gems 4 (Game Programming Gems (W/CD)) (v. 4)
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Product Details

  • Series: Game Programming Gems (W/CD)
  • Hardcover: 575 pages
  • Publisher: Cengage Learning; 1 edition (July 26, 2001)
  • Language: English
  • ISBN-10: 1584500549
  • ISBN-13: 978-1584500544
  • Product Dimensions: 9.3 x 7.5 x 1.6 inches
  • Shipping Weight: 2.8 pounds (View shipping rates and policies)
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (8 customer reviews)
  • Amazon Best Sellers Rank: #871,685 in Books (See Top 100 in Books)

Editorial Reviews

Review

SECTION 1 GENERAL PROGRAMMING SECTION 2 MATHEMATICS SECTION 3 246ARTIFICIAL INTELLIGENCE SECTION 4 GEOMETRY MANAGEMENT SECTION 5 GRAPHICS DISPLAY SECTION 6 AUDIO PROGRAMMING APPENDIX ABOUT THE CD-ROM

About the Author

Mark DeLoura is the creator and series editor of the Game Programming Gems series of books. In his role as Vice President of Technology for GreenScreen Interactive, Mark focuses on pushing the boundaries of technology for games and making great games more efficiently. Over his 15+ years in the games industry, Mark has served in a variety of technologyrelated roles at Nintendo, Sony, Ubisoft, Game Developer magazine, and as an independent consultant. He is an adamant believer in sharing and reusing technology, and he believes that everyone should be able to make games. He maintains a website at www.satori.org.

Customer Reviews

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Most Helpful Customer Reviews

47 of 53 people found the following review helpful By Dave Astle VINE VOICE on November 21, 2001
Format: Hardcover
Like the first volume, Game Programming Gems 2 features an exceptional collection of articles written by a knowledgeable group of authors, most of whom are well-known and respected in the area they write about. This series (the third volume is already underway, as are related books focusing on AI and design) isn't intended to be a complete guide to all aspects of game development, but rather, a resource you turn to when you need help with a specific problem. As such, the series truly shines, and this volume is a worthy follow up to the first.

The articles, or gems, included in the book cover intermediate to advanced topics in the areas of general programming, mathematics, artificial intelligence, geometry management, graphics display, and audio programming, each edited by an expert in the field. Most of the gems assume that you have a fundamental knowledge of the issues related to the topic, and get to the point quickly. As a result, on average the gems are shorter than the previous volume. Both of these things could be viewed as either positives or negatives, depending on your experience level. Regardless, almost all of the gems are well written and relevant.

Most game programming books these days come with CDs packed full of demos, source code, and other information supplementing the book. Unfortunately, the CD that comes with this book isn't one of those. It does have source code from most of the chapters, but there are very few demos and no extras (unless you count GLUT and the DX8 SDK, which I don't since you can easily get those elsewhere). However, I'd count the CD as only a minor disappointment, since the book itself is so good.

If you're serious about game development, I'd highly recommend adding Gems 2 to your library. You'll definitely find things in it that you can use.
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20 of 24 people found the following review helpful By J. GOLDSHLAG on August 8, 2001
Format: Hardcover Verified Purchase
I like this book a lot, though it isn't quite as good as the previous edition (partly because the first one was great)
This book didn't have any real networking tips, which in this day and age seems a bit odd. Hopefully there will be a gems 3 and that will include some net stuff.
It also had a few odd typos. Some of the gems were *very* short (1 or 2 pages), when it seemed like a slightly more detailed discussion would be nice.
Other than those small problems, I enjoyed the book. I would recommend it to any game programmers that want to pick up a few useful tips.
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3 of 4 people found the following review helpful By Mr T. Lambert on December 8, 2003
Format: Hardcover
You don't have to be programming a game to find the gems like the ones for rendering and geometry useful.
To get a feel for the quality of the gems I looked at the gem on "The Parallel Transport Frame". I'd encountered this problem myself when trying to get VRML extrusions to work properly. VRML extrusions use Frenet frames so fail when the curve has an inflection. I came up with the same solution as the one described in this gem, and I'm sure many others have reinvented this particular wheel. The gem accurately describes the problem and solution and if I'd had it while I was messing with VRML extrusions it would have saved me some trouble.
Recommended.
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2 of 5 people found the following review helpful By Geoffrey Zenger on May 3, 2003
Format: Hardcover
Game Programming Gems 2 is a collection of short articles detailing various aspects of computer game design. Personally, I found the first half of the book to be very helpful while the second half, on rendering and audio techniques, was too brief and lacked the depth to be of much use. However, the first half, covering general game programming technique and mathematics has proved very useful to me in my amateur game programming endavours.
Pick up this book if you are looking to add to your reference collection however, due to the nature of the articles and due to the price, you might find yourself heading to the library to pick up this book. In the end, a solid addition to a programming library.
Note:
I am an amateur game programmer, not a professional
In addition, many of the articles are not relevant only to games.
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