Core Techniques and Algorithms in Game Programming
From GPWiki
The wiki is now hosted by GameDev.NET at wiki.gamedev.net. All gpwiki.org content has been moved to the new server. However, the GPWiki forums are still active! Come say hello. Core Techniques and Algorithms in Game Programming by Daniel Sanchez-Crespo
Starting off with the history of the earliest games from Pong on a oscilloscope to Pac-man, Doom and more recent games the book starts off slow and gentle. However, it remains in focus and explains some of the very low-level functions and memory operations that is underlaying games from that time. From here the book really begins speeding up, briefly covering game architecture, data structures and design patterns in the next few chapters. These chapters are too brief to be of much use to experinced game developers, and are kept at an introductory level. The next hundred pages are devoted to A.I. techniques followed by a chapter on scripting and one on networking. The last 450 pages covers game- and graphics engines, and explains an extremely broad variety of techniques and algorithms. It's an enormous task trying to cover the entire game development field in one book - even one with almost 900 pages, but it manages it really well. It should be required reading for anyone interested in game programming.
Requires knowledge of C/C++ or being able to read and understand C/C++ (source code is in C++).
5 / 5 Gamasutra 4.0 / 5.0 GameDev Sion 22:35, 11 Sep 2004 (EDT) |


