Book Review: Core Techniques and Algorithms in Game Programming
First off, if you are considering buying any game develpment book in the next 12 months, choose this one.
Core Techniques and Algorithms in Game Programming by Daniel Sanchez-Crespo Dalmau, Daniel Sanchez-Crespo
This book is almost like a home-made course on game development. I am convinced this title will be on my shelf for a long time. Topics covered include:
Gameplay Programming
If this seems like overkill - it isn't. Honestly, if I was to take a course or teach a course on game development, this would be the book I would use. Very accessable, and insanely informative and useful. 6 out of 5 stars.
Core Techniques and Algorithms in Game Programming by Daniel Sanchez-Crespo Dalmau, Daniel Sanchez-Crespo
This book is almost like a home-made course on game development. I am convinced this title will be on my shelf for a long time. Topics covered include:
Gameplay Programming
- Game Architecture: Logic, Loops, Presentation, etc
- Data Structures and Algorithms: Arrays thru Graphs, and the STL
- Design Patterns: Singletons thru flyweights, and Usability Patterns
- User Input: (unfortunately this is in DirectInput - but easy enough to port to SDL or the Cocoa Event Manager
- Fundamental A.I.: Sensing, memory, rule systems, finite state machines, etc...
- Action-Oriented A.I.: Choreographed, Evasion, Chasing, Patrolling, etc...
- Tactical-A.I.: path finding, group dynamics
- Scripting: building/parsing scripting languages (ex: Lua, Java, Socket)
- Network Coding: TCP, UDP, Server, Client, Multiclient, MM Games etc...
- 2D datastructures, sprites, tiles, scrollers, etc
- 3D Pipeline overview: vertices, primitives, geometry, clipping, culling, etc
- Indoors Rendering: Binary Space Partitions, portal rendering, occulusion maps, etc...
- Outdoor Algorithms: heightfields, quadtrees, ROAM, LOD, etc...
- Character Animation: explicit, implicit, keyframe, forward kinematics, IK, etc...
- Cinematography: Inertia, 3rd person, more camera stuff...
- Shading: per-vertex, per-pixel, light mapping, BRDF, and NPR rendering
- Texture Mapping: types, tiling, filtering, mipmapping, bump, etc
- Particle Systems: spawning, behavior, extinction, LOD, etc
- Organic Rendering: Trees, grass, clouds, oceans, etc..
- Procedural Techniques: renderman, Real-time shading, shaders, texture mapping, particle systems, animation, etc
- Geometrical Algorithms: Point tests, ray tests, moving tests, mesh tests, triangle reduction
- Performance tuning
- OpenGL
- Direct3D

- Math: vector and matrix
- TONS OF RESOURCES
If this seems like overkill - it isn't. Honestly, if I was to take a course or teach a course on game development, this would be the book I would use. Very accessable, and insanely informative and useful. 6 out of 5 stars.
Would you care to write up that as a full review? We are getting a lot of attention for our book reviews, (Charles River Media actually approached us and asked us to review their books!) so I guess New Riders would be merry as Harry the Happy Panda for a review. (If you don't have the time, no worries, I'll write one up, but as I personally have five books to review in my pipeline, I'd be happy if you felt like it.)
Take a look at our review section for ideas!
Take a look at our review section for ideas!
Thanks! Send it over when it is done. I'm looking forward to it! =)
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