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Game Architecture and Design: A New Edition Subsequent Edition
- ISBN-100735713634
- ISBN-13978-0735713635
- EditionSubsequent
- PublisherNew Riders Pub
- Publication dateJanuary 1, 2003
- LanguageEnglish
- Dimensions7.25 x 1.75 x 9 inches
- Print length765 pages
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Editorial Reviews
Amazon.com Review
This is not a programming book; it is a design book. Andrew Rollings and Dave Morris do talk about game architecture, and pick apart some top games with state diagrams and sketches of class hierarchies, but that sort of content is in the minority. Mostly, the authors provide informed opinions about bigger engineering decisions, such as the question of whether to use Microsoft DirectX or OpenGL, or how to spread processor cycles across artificial intelligence and rendering operations. They make frequent reference to successful (and failed) games, explaining why each might have worked out as it did. --David Wall
Topics covered: How to write good games, and other entertainment software. Overall, emphasis is on developing an idea into a product, with long and carefully considered digressions into architectural decisions (such as gameplay and visual effects), implementation choices (languages, libraries, and algorithms), and team management.
From the Back Cover
Game Architecture and Design: A New Edition is a revision of the classic that you have been waiting for! This is a detailed guide to game design and planning from first concept to the start of development, including case studies of well known games. Originally published in 1999, Game Architecture and Design, has been updated by the original authors Andrew Rollings and Dave Morris. They tap back into what they teach so well and update this classic with skills and techniques found in the industry today. With more than just re-usable code, it's a comprehensive study that deals specifically with the issues of game design, team building and management, and game architecture. Through the use of real-world experiences and case studies, Andrew and Dave share it all. They show you what's worked and why as well as what to avoid and how to fix any errors. This intelligent and well-argued book is a glimpse into the often-disordered world of game development. Readers will gain solid advice and know-how that can bring some order to the often-chaotic world found in game development.
About the Author
Andrew Rollings has a B.S. in Physics from Imperial College, London, and Bristol University. He has worked since 1995 as a technical and design consultant spanning many industries. Andrew lives in Auburn, Alabama, and can be contacted at a.rollings@hiive.com.
Dave Morris has worked as a designer and creative consultant on PC and console games for several major publishers, most notably Eidos. His strategy game Warrior Kings reached number six in the United Kingdom PC charts. He has done creative development and scriptwriting on television shows for Endemol, Pearson, TV2 Norway, and the BBC. He has also written more than a dozen novels, gamebooks, and movie novelizations, and in 1991 he was the UK's top-selling author. He is currently writing the screenplay for the film version of the classic adventure game The Seventh Guest. Dave lives in London, England, and can be contacted at david.j.morris@dial.pipex.com.
Excerpt. © Reprinted by permission. All rights reserved.
Product details
- Publisher : New Riders Pub; Subsequent edition (January 1, 2003)
- Language : English
- Paperback : 765 pages
- ISBN-10 : 0735713634
- ISBN-13 : 978-0735713635
- Item Weight : 3.4 pounds
- Dimensions : 7.25 x 1.75 x 9 inches
- Best Sellers Rank: #1,933,883 in Books (See Top 100 in Books)
- #459 in Computer & Video Game Design
- #943 in Object-Oriented Design
- #3,748 in Video & Computer Games
- Customer Reviews:
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I'm equally drawn to both stories and equations, to both literature and science. Over the years I've written novels, textbooks, comics, gamebooks and television shows and I've designed videogames, boardgames and role-playing games. And co-authored a paper on the propagation of light delivered to the Institute of Physics. What can I say? I thrive on variety and I'm always looking for a fresh challenge!
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If you're interested in game design or game development in general, please, do buy this book. If you're interested in a specific area of development, such as general coding, buy game programming gems or game programming graphics gems if you're into gfx. If you're looking for a hardcore game programming guide, this is not what you want.
Grade: C
Together with another work giving up-to-date software engineering advice, a good tonic for those educated in the good old days who need to sharpen up with the best of the lastest techniques, whilst being skeptical of the fads and heavily promoted silver bullets promoted by the moneymakers and their followers in the universities ...
Life long learning seems to be what's required now, what with major technological changes every decade!
"Developers have become spoiled in terms of the variety of tools available to them. The life of a game developer has been made easier by a conspiracy of excellent optimizing compilers, game libraries ..."
Not only is it insulting for a DESIGNER to imply that game development has become easy (it's not), but it also blatantly ignores the fact that yes, while the ease of performing some processes has increased (as a result of the efforts of other developers, I might add), the demands placed on developers in light of these advancements has also increased proportionally, if not more so. Making a 3D multithreaded networked MMORPG like WoW with the tools available today is considerably HARDER than making Super Mario with Assembly. With the lack of tools, the work was more tedious, but not any harder. That tedium is what is gradually being phased out, not complexity.
Furthermore, he doesn't just make these insulting remarks, but he fills approximately 11 pages regurgitating this same point. It reminds me of academic papers that say a whole lot of nothing in 300 pages. It might have all been worth it if the Game Architecture section contained anything about game architecture, but it didn't. Instead, it contained more fluff about how to manage a team of programmers, how to settle on metaphors, how to choose a development environment, how to document code, and it has one or two pseudoUML diagrams of a vague overall system (oh I might want to have a DEATH EVENT in Pac Man? That's brilliant!). Then the Game Architecture section continues where the Game Design section left off, talking about target audiences and other DESIGN aspects that will get good reviews in magazines.
By the time you get to chapter 20 (Game Architecture started at chapter 16), it attempts to start talking about the fact that you might want a graphics and audio system in your game, but of course does not discuss the actual architecture of these subsystems. It then devolves into yet another discussion about setting coding style standards (and metaphors again). It further goes on to suggest, USING C++, to stop putting code in the body of your if statements, but to instead use goto. Yes, it suggests using goto in C++. It gives a horrible example of... wait, I know you won't believe me, so I'll paste some of the original bad code and the suggested worse code replacement:
/* A piece of the original code: */
bool bRet = DoSomethingWithObject(pOperandC_);
if(false == bRet)
{
// unlock resource and return result
m_resource.Unlock();
return bRet;
}
/* A piece of the suggested replacement code: */
bool bRet = DoSomethingWithObject(pOperandC_);
if(false == bRet)
{
goto cleanup;
}
...
cleanup:
m_resource.Unlock();
return bRet;
Instead of locking a resource, calling a function, and then using several if statements to check for various conditions, all of which have a body that unlock the resource and return from the function, which is a stupid way to write it in the first place, it then suggests replacing that with locking the resource, calling a function, and then using the same series of if statements, but instead of unlocking the resource in each body, it calls goto in each body, and the goto target unlocks the resource and returns.
...WHAT?!
Nevermind the fact that it completely ignores the concept of RAII, but seriously, WTF?! Instead of duplicating the unlock call, they replace it with duplicate goto calls. None of these duplicates were even necessary either. They could have simply had a single validation check or nested ifs or any number of other and probably better ways to write it, and unlocked the resource, like a normal C++ programmer.
Oh yeah, and they use void main(), which as everyone knows, is NOT standard C++. Forget everything else I just said; that's all you need to know, that they use void main. I could have just put that one sentence as my review and it would be enough for any developer to know better than to buy it. If you're a new programmer and dubious about that, allow me to quote Bjarne Stroustrup (the guy who came up with C++):
"void main is not and never has been C++, nor has it even been C."
I could go on, but the book is so bad that I feel like more neurons are committing suicide with every word I read. I don't want to get dumber, so I must stop now. Don't buy, check out, rent, or read this book.


