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Hardcover Game Programming Gems (GAME PROGRAMMING GEMS SERIES) Book

ISBN: 1584500492

ISBN13: 9781584500490


(Book #1 in the Game Programming Gems Series)

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Format: Hardcover

Condition: Very Good

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Book Overview

For the countless tasks involved in creating a game engine there are an equal number of possible solutions. This text is a hands-on, comprehensive resource packed with a variety of game programming algorithms written by experts from the game industry.

Customer Reviews

5 ratings

Game Programming Gems, a Game Programmer?s Bible

What a book! Whether you are just getting around to game programming, thinking about it, or already doing it, this is one book that needs to be on your library shelf. This is a one of it's kind book that deals with some of the most frustrating topics their can be in game programming.Simulating water and liquids, AI techniques, messages, lens flares, lighting and texturing, body motion equations and randoms and more are talked about in this book, and the best thing is that it is explained and exampled within a few pages (most of the time).This is like taking most of the articles out their on the net and sticking them inside of a book and selling it, except that everything is explained better, and nicer, for beginners to advanced programmers. If you even THINK about game programming, you'll want to pick this book up! Can't wait for Game Programming Gems II !

Amazingly helpfull book!

Ive been programming with OpenGl for quite some time, entirely self-tought, and I have got to say, this book easily beats the rest into the ground. Although heavily geared toward advanced programmers, it is an invaluable resource to those who want to learn how to do convincing effects and programming strategies. Another word of warning is that the Mathematics chapter requires, for the most part, a good mathematical background, but it is explained clearly. Some truely mind-blowing techniques are discussed and explained in this book, such as underwater caustics and glass simulation, as well as a few things that made me slap my head to my forehead and say, "Duh! Why didn't I think of that!", like the chapter on ground plane shadows. An incredibly good book on the subject, but definately _not_ for beginners. I highhly recomend it.

An instant classic!

This book is a must-have for all who are serious about game programming. The book is a collection of some choice articles concerning game programming. One warning, however, is that these articles were written by professionals to (for the most part) professionals. If you are just starting out in the game programming field, be warned that the purpose of this text is not to teach you how to program games, but rather techniques for producing effects, good AI, etc. A better book for the beginner would be Tricks of the Windows Game Programming Gurus by Andre LaMothe.

A First-Of-Its-Kind Introduction to Game Programming

This book is hands-down the best book yet published on game programming. I have yet to find any other book that begins to approach the excellence of Game Programming Gems in terms of the breadth and depth of the subjects covered.GPG will serve as an excellent introduction to a broad variety of game programming techniques for those new to the industry, and an invaluable desk reference and for more experienced game developers. As a 7-year industry veteran, I can't count the number of times the techniques in this book would have proven useful in the past.Of particular interest are Steve Rabin's excellent chapters on the A* algorithm, the cornerstone of (most) pathfinding in computer games. These chapters go far beyond the explanation of the algorithm itself and serve up a host of rare and valuable insights for getting the most out of your pathfinding in an actual game environment.I have no doubt that this book will have a significant impact on the state of the art in the game development community, and one can only hope that this book is only a hint of what's to come.

Uncovering a GEM.....

Wow...this book covers so many areas. In AI alone, it covers A*, an FSM machine class, Game Trees, 3D movement and pathfinding, flocking, fuzzy logic, and a neural-net primer. It contains other great algorithms on real-time shadows, real-time terrain generation, interactive simulation of water surfaces, wavelets, and many other topics. Definitely a good book to own if interested in game programming or 3D graphics in general.
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