Core Techniques and Algorithms: In Game Programming

Overview

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 ...

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Overview

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.

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Product Details

  • ISBN-13: 9780131020092
  • Publisher: New Riders
  • Publication date: 9/8/2003
  • Series: New Riders Games Series
  • Pages: 888
  • Product dimensions: 7.24 (w) x 8.82 (h) x 1.62 (d)

Meet the Author

Daniel Sánchez-Crespo Dalmau is a professor at Pompeu Fabra University in Barcelona, Spain where he co-organized and serves as the current director of Spain's first Master's Degree in Video Game Creation. He also founded Novarama, an independent game studio in Barcelona that focuses on creating innovative games for the PC/Xbox platform. As a columnist he has been a frequent contributor to Byte Magazine Spain, Game Developer Magazine, and the Gamasutra web site, publishing more than 40 articles. Send comments about the book to him at dsanchez@novarama.com.

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Table of Contents

Introduction
Pt. I Gameplay Programming
Ch. 1 A Chronology of Game Programming 1
Ch. 2 Game Architecture 29
Ch. 3 Data Structures and Algorithms 61
Ch. 4 Design Patterns 97
Ch. 5 User Input 121
Ch. 6 Fundamental Al Technologies 149
Ch. 7 Action-Oriented Al 191
Ch. 8 Tactical Al 219
Ch. 9 Scripting 249
Ch. 10 Network Programming 281
Pt. II Engine Programming
Ch. 11 2D Game Programming 317
Ch. 12 3D Pipeline Overview 349
Ch. 13 Indoors Rendering 385
Ch. 14 Outdoors Algorithms 419
Ch. 15 Character Animation 447
Ch. 16 Cinematography 485
Ch. 17 Shading 515
Ch. 18 Texture Mapping 565
Ch. 19 Particle Systems 601
Ch. 20 Organic Rendering 625
Ch. 21 Procedural Techniques 651
Ch. 22 Geometrical Algorithms 683
Pt. III Appendices
App. A Performance Tuning 709
App. B OpenGL 737
App. C Direct3D 779
App. D Some Math Involved 803
App. E: Further Reading 817
Index 827
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Sort by: Showing all of 2 Customer Reviews
  • Anonymous

    Posted November 5, 2003

    this book rocks

    I purchased this book as suggested by a friend of mine. I've enjoyed each page, as it really gives a gentle, complete presentation of all the core topics involved in creating todays games. The explanations are really easy to follow, much easier to understand than other books like Real Time Rendering, etc. The book deals basically with code architecture, graphics and AI, with minor sections on APIs, special effects, etc. As a CS student who wanted a textbook-kind of approach, this book certainly does the job. I'd miss some content on alternative platforms (mobile, PDA, etc.) as the approach is mostly PC/console centric, but that's fine with me at least... converting this book's ideas and code into MIDP or mophun should be real easy, as there's relatively little API-dependent code.

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  • Anonymous

    Posted October 8, 2003

    excellent!

    This book has a tone and structure that's uncommon in game programming books: it really covers all the core subjects sufficiently, with an academic approach that makes it good for schools teaching game programming degrees.

    Was this review helpful? Yes  No   Report this review
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