Game Programming Books - Page 9

MagicBeanDip.com

Page 9 of 130 - Go to page: 4 5 6 7 8 9 10 11 12 13 14 20

Game Design: Theory and Practice (2nd Edition) (Wordware Game Developer's Library)

Richard Rouse

Game Design: Theory and Practice (2nd Edition) (Wordware Game Developer's Library) Richard Rouse Amazon Price: $32.97
List Price: $49.95
Usually ships in 24 hours
By: Wordware Publishing, Inc.
Amazon Marketplace: 45 new & used starting at $10.63

Buy at Amazon.com

Browse similar items by category:
Subjects -> Computers & Internet -> Games & Strategy Guides -> General AAS
Subjects -> Computers & Internet -> Graphic Design -> General
Subjects -> Computers & Internet -> Graphic Design -> General AAS

Customer Reviews:
Total reviews: 20 Average rating: 4.0 of 5

Editorial Review:

In the second edition to the acclaimed Game Design: Theory & Practice, designer Richard Rouse III balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project. Detailed analysis of successful games is interwoven with concrete examples from Rouse’s own experience. This second edition thoroughly updates the popular original with new chapters and fully revised text.

* Follow the entire game development process, from brainstorming a game idea and establishing the focus to getting the gameplay working and playtesting.
* Learn the techniques of top game designers through in-depth interviews:
Doug Church, Thief, System Shock, Ultima Underworld
Chris Crawford, Balance of Power, Eastern Front (1941)
Ed Logg, Asteroids, Centipede, Gauntlet
Jordan Mechner, Prince of Persia, Karateka, The Last Express
Sid Meier, Civilization, Pirates!, Railroad Tycoon, Gettysburg!
Steve Meretzky, The Hitchhiker’s Guide to the Galaxy, Planetfall, Zork Zero
Will Wright, SimCity, The Sims
* Learn how to most effectively document your game ideas. Includes the full design document for the action-horror game The Suffering.

ShaderX6: Advanced Rendering

Wolfgang Engel

ShaderX6: Advanced Rendering Wolfgang Engel Amazon Price: $37.79
List Price: $59.99
Usually ships in 24 hours
By: Charles River Media
Amazon Marketplace: 10 new & used starting at $37.75

Buy at Amazon.com

Browse similar items by category:
Subjects -> Computers & Internet -> Games & Strategy Guides -> General AAS
Subjects -> Computers & Internet -> Graphic Design -> Rendering & Ray Tracing
Subjects -> Computers & Internet -> Graphic Design -> General

Editorial Review:

Welcome to ShaderX6, the latest volume in the cutting-edge, indispensable series for game and graphics programmers. This all-new volume is packed with a collection of insightful techniques, innovative approaches to common problems, and practical tools and tricks that provide you with a complete shader programming toolbox. Every article was developed from the research and experiences of industry pros and edited by shader experts, resulting in unbiased coverage of all hardware and developer tools. ShaderX6: Advanced Rendering Techniques provides coverage of the vertex and pixel shader methods used in high-end graphics and game development. These state-of-the-art, ready-to-use solutions will help you meet your everyday programming challenges and bring your graphics to a new level of realism. This collection offers time-saving solutions to help you become more effi cient and productive, and is a must-have reference for all shader programmers.

Andrew Rollings and Ernest Adams on Game Design (New Riders Games)

Andrew Rollings, Ernest Adams

Andrew Rollings and Ernest Adams on Game Design (New Riders Games) Andrew Rollings, Ernest Adams Amazon Price: $40.94
List Price: $64.99
Usually ships in 24 hours
By: New Riders Games
Amazon Marketplace: 53 new & used starting at $13.99

Buy at Amazon.com

Browse similar items by category:
Subjects -> Business & Investing -> Marketing & Sales -> Marketing -> General
Subjects -> Business & Investing -> Marketing & Sales -> Marketing -> General AAS
Subjects -> Business & Investing -> Skills -> Communications

Customer Reviews:
Total reviews: 9 Average rating: 4.0 of 5

Describes more than Explains 2 out of 5 stars.
19 of 26 people found this review helpful.



This book is enjoyable for anyone interested in computer game design. However, enjoyable and illuminating are two different things. Beginning with the obviously misguided analysis that computer games are not an art form because the process of designing them is not all a matter of creativity, but that of skill and calculation as well (which is the way it is for any art form), the authors begin a journey of, well, describing what computer games are like.

Overall, the book seems more to describe than explain, more to report than interpret. There arises no general, well defined thesis from its 500+ page volume. At best, this book can be said to raise a lot of issues which a designer ought to have in mind when designing a game.

However, the vast majority of the issues raised are either of secondary importance or generally irrelevant. It breaks down the process of game design into topics in a way which is neither natural nor logical, and proceeds to pursue a rather sizyphusian discussion of each of these topics in turn. These are: What is Game Design?, Game Concepts, Game Settings and Worlds, Storytelling and Narrative, Character Development, Creating the User Experience, Gameplay, and The Internal Economy of games and Game Balancing.

This division makes very little sense. These topics are all so closely related, some to the point of overlapping, that attempting to develop a theorem which deals with each of them separately would result in exactly the kind of negligible book we have before us.

Actually, it would be impossible for the authors to develop any meaningful discussion of their subject, because they fail to define a) what we are trying to create and b) how do we measure our success. Nor can such a definition be induced from this overflous and superficial book. Without this definition, there is nothing that binds the book's pieces together (and, actually, had the authors bothered to provide a rigorous definition, they would have realized that no reasonable definition could be found for the garbled mess they've created), and it remains a pile of expressions in the spirit of "some people did this in some games, and some people did that in some other games". In short, the book does an admirable job in showing how NOT to perform a critical analysis of a subject, not to mention attempt to construct a wholesome theory.

While the book can be interesting at times, mainly because it makes one think on how such a book SHOULD be written, it is chuck full of assertions obviously made on the basis of misunderstandings, like the authors' curious misuse of the term Suspension of Disbelief, or their suggestion of the Hero's Journey narrative template as an object of imitation rather than a tool for analysis.

The authors' goal with this book also seems questionable. At one point, they assert that, even were it possible, we wouldn't like our player to be tormented by remorse after taking an immoral action in the game. Why? isn't moral education one of the most important and unique roles of art? If it were indeed possible, and I'm sure it is, it would've been a glorious achievement for this medium, one which would put all its previous achievements far behind.

Or are the authors only interested in computer games as a source of pure fun? If so, I suggest they invest their impressive talent and enthusiasm in cooking or adult toy design - a medium's greatness lies not in the fun it offers, and these repeatable fields are all about fun.

An interesting book for raising a large scale discussion, but one which falls short of grasping the deeper principles of its subject, and is, therefore, unimportant.

Editorial Review:

How often have you heard "anyone can design a game?" While it seems likean easy job, game ideas are cheap and plentiful. Advancing those ideasinto games that people want to play is one of the hardest, and mostunder-appreciated, tasks in the game development cycle. Andrew Rollingsand Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of thekey game design elements: examining game concepts and worlds,storytelling, character and user interface design, core mechanics andbalance. The second half discusses each of the major game genres(action, adventure, role-playing, strategy, puzzle, and so on) andidentifies the design patterns and unique creative challenges thatcharacterize them. Filled with examples and worksheets, this book takesan accessible, practical approach to creating fun, innovative, andhighly playable games.

Unit Operations: An Approach to Videogame Criticism

Ian Bogost

Unit Operations: An Approach to Videogame Criticism Ian Bogost Amazon Price: $16.20
List Price: $18.00
Usually ships in 24 hours
By: The MIT Press
Amazon Marketplace: 26 new & used starting at $12.89

Buy at Amazon.com

Browse similar items by category:
Subjects -> Computers & Internet -> Games & Strategy Guides -> General AAS
Subjects -> Computers & Internet -> Graphic Design -> General
Subjects -> Computers & Internet -> Graphic Design -> General AAS

Customer Reviews:
Total reviews: 3 Average rating: 4.5 of 5

Editorial Review:

In Unit Operations, Ian Bogost argues that similar principles underlie both literary theory and computation, proposing a literary-technical theory that can be used to analyze particular videogames. Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium—from videogames to poetry, literature, cinema, or art—can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of "game studies."

The richness of Bogost's comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert's Madame Bovary, and Joyce's Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.

Introducing Maya 7: 3D for Beginners

Dariush Derakhshani

Introducing Maya 7: 3D for Beginners Dariush Derakhshani Amazon Price: $21.69
List Price: $34.99
Usually ships in 24 hours
By: Sybex
Amazon Marketplace: 86 new & used starting at $0.78

Buy at Amazon.com

Browse similar items by category:
Subjects -> Computers & Internet -> Graphic Design -> General
Subjects -> Computers & Internet -> Graphic Design -> General AAS
Subjects -> Computers & Internet -> Programming -> Game Programming

Customer Reviews:
Total reviews: 14 Average rating: 3.5 of 5

Editorial Review:

"If you're just beginning to dive into the world of 3D, this is the book for you."
-Animation Magazine

Alias' Academy Award(r) winning Maya(r) 3D animation and effects software is the first choice of film and video artists, computer game developers, and design professionals throughout the world. Now you can gain access to this brilliant tool and discover how to build, render, and animate your own digital characters and scenes with Maya.

Brought to you by Maya Press, a publishing partnership between Sybex and Alias, Introducing Maya(r) 7 is the ideal initiation to 3D and Maya. This revision of the best-selling Maya book starts with the already proven concepts and foundation and builds anew from the ground up, combining straightforward text with practical examples to make it fun and easy to learn Maya's core features. Clear-cut, engaging lessons let you experiment with these features using the wealth of files provided on the CD. You'll also find an abundance of instructional and inspirational art on the CD and in the full-color insert.

Enter a New Dimension
* Get a solid grasp of the core Maya and 3D concepts
* Learn to navigate the Maya 7 interface
* Experiment with Maya modeling by creating a hand, an axe, and a locomotive
* Explore the basics of NURBS, polygons, and subdivision surfaces
* Discover the nuances of shading and texturing
* Try your hand at animation
* Rig a locomotive model for automated animation
* Get a feel for Maya lighting, rendering, and dynamics
* Find out how to use Maya and Photoshop in unison to texture your scene

The enclosed CD features images, movies, and scene files that let you view material from the book right on your own computer. It also includes Maya Personal Learning Edition software, plus a searchable glossary of Key Terms.

Advanced 2D Game Development

Jonathan S. Harbour

Advanced 2D Game Development Jonathan S. Harbour Amazon Price: $33.25
List Price: $49.99
Usually ships in 24 hours
By: Course Technology PTR
Amazon Marketplace: 27 new & used starting at $29.65

Buy at Amazon.com

Browse similar items by category:
Subjects -> Computers & Internet -> Games & Strategy Guides -> General AAS
Subjects -> Computers & Internet -> Graphic Design -> General
Subjects -> Computers & Internet -> Graphic Design -> General AAS

Customer Reviews:
Total reviews: 5 Average rating: 3.5 of 5

Understand the premise of this book before you buy 5 out of 5 stars.
4 of 7 people found this review helpful.

The book is not for beginners. Someone who enjoys C++ and is interested in developing a 2D game engine from scratch will like this book because it skips the basics, gets right to the point. This book is about building a game engine from scratch in C++ and DirectX 9.0c. The engine supports 2D and 3D rendering, with more emphasis on the 2D features. Each chapter covers one major piece of a game engine project, like 3D rendering (for special effects), 2D rendering, and animation. The two complete game examples in the final chapter demonstrate how to use the engine to create 2D games. If you casually flip through this book, you will not understand it. If you just open and run the examples on the CD, you will miss the point.

You WILL learn to use 2D matrix transforms to manipulate sprites in the same manner used for mesh objects, with translation, rotation, scaling, and timed animation support.

You won't be wading through huge code listings because each chapter focuses on a single topic. Example programs demonstrate Direct3D rendering, Lua scripting, FMOD audio, multi-threading, vectors, linear velocity, targeting, collision detection, all wrapped into a core engine class that uses the standard library to build an entity manager. This entity manager is event driven and completely encapsulates the Windows and DirectX code. In the end, you will write a game with the engine, rather than with DirectX functions.

The CD-ROM includes a free compiler and third-party DirectX plug-in. Everything needed to compile and run the examples is on the CD. There's no need to download and install Visual C++ or the huge DirectX SDK.

* FMOD audio system from Firelight Technologies
* Multi-threading library
* Lua scripting library
* Dev-C++ compiler from Bloodshed Software
* DirectX 9.0c DevPak for Dev-C++
* Two complete games: Blocks and Alien Invaders

This may be the first book of it's kind that teaches DirectX programming in C++ without requiring Microsoft Visual C++ or the DirectX SDK. 32-bit artwork and runtime alpha manipulation is used to produce special effects such as a particle system capable of producing smoke trails. The sprite entity system is capable of rendering tens of thousands of sprites at a time with animation, scaling, and rotation in degrees or radians. Much time is spent on important math topics like linear velocity and targeting, which are the most important topics needed in 2D games.

I'm sorry to those who expected this book to cover 3D matrix and quaternion math, but this is not titled "Advanced 3D" after all.

The engine features an entity management system that makes it possible to "fire and forget" game entities whose properties will determine how they behave in the game. Throughout the engine's development, emphasis is put on optimization and performance, with frequent discussions of screen and core refresh rates--with a drop-down console used to display performance data.

The Advanced2D engine was not built just for this book, nor will it end here. The engine was developed over an entire year and fine tuned through two senior-level game engine courses at UAT, and continues to see improvement. The next phase of the engine will be a tile-based scroller class with support for multiple layers. All future updates to the engine will be posted on the author's website forum.

Editorial Review:

Get ready to build a complete, professional-quality 2D game engine from start to finish! "Advanced 2D Game Development" is your comprehensive guide to 2D game development using DirectX in the C++ programming language. Each chapter of the book covers one major component of the game engine, including 2D and 3D rendering, DirectInput, FMOD audio, game math, multi-threading, Lua scripting, and more, and the game engine is built upon chapter by chapter. Through the creation of the game engine, you’ll learn step by step how to write solid code for multiple compilers, adding to the code as you work through each chapter. And every chapter includes an example game that illustrates the new techniques being taught. Perfect for game programming students and professionals alike, this book is your ultimate guide to awesome 2D game development.

Beginning Game Programming (Premier Press Game Development)

Jonathan S. Harbour

Beginning Game Programming (Premier Press Game Development) Jonathan S. Harbour Amazon Price: $23.39
List Price: $29.99
Usually ships in 9 to 14 days
By: Course Technology PTR
Amazon Marketplace: 29 new & used starting at $0.96

Buy at Amazon.com

Browse similar items by category:
Subjects -> Computers & Internet -> Graphic Design -> General
Subjects -> Computers & Internet -> Graphic Design -> General AAS
Subjects -> Computers & Internet -> Programming -> Game Programming

Customer Reviews:
Total reviews: 11 Average rating: 3.5 of 5

Editorial Review:

If you have at least minimal programming experience and want to learn to write games, then "Beginning Game Programming" is for you! The C language is the best place to start for someone who is serious about learning to write real games. This book explains C programming as it relates to the game development topics in detail, without delving into overly complex or difficult topics related to C as a programming language. It focuses on the standard C language and utilizes DirectX for the game library, focusing on game programming subjects rather than the logistics of DirectX. Each chapter covers simple, small sample games to demonstrate beginning game programming techniques. The author uses Anim8or, which supports 3D Studio files and Lightwave files, to create original artwork used in the book and includes the 3D object files on the CD-ROM. If "Beginning Game Programming" inspires you to learn more about making your own 3D models, dive into more detail with other Course PTR Game Developmenent books.

Provides a solid foundation to game programming, covering important introductory concepts and paving the way for more challenging topics.

Provides readers with a working knowledge of the terminology and basics of game programming.

Offers a glimpse of how games on retail shelves are created by using the C language with DirectX.

Teachs readers how to write full-featured 3D games using the cutting-edge tools used by professionals.

Essential ZBrush (Wordware Game and Graphics Library)

Wayne Robson

Essential ZBrush (Wordware Game and Graphics Library) Wayne Robson Amazon Price: $29.67
List Price: $44.95
Usually ships in 24 hours
By: Wordware Publishing, Inc.
Amazon Marketplace: 30 new & used starting at $20.93

Buy at Amazon.com

Browse similar items by category:
Subjects -> Computers & Internet -> Graphic Design -> General
Subjects -> Computers & Internet -> Graphic Design -> General AAS
Subjects -> Computers & Internet -> Programming -> Game Programming

Customer Reviews:
Total reviews: 1 Average rating: 5.0 of 5

Essential ZBrush (Wordware Game and Graphics Library) 5 out of 5 stars.
0 of 1 people found this review helpful.

Totally brilliant he teachers you more than modeling he gives you an approach. The best Zbrush book out there.
Midnight_stories

Editorial Review:

ZBrush is an unparalleled must-have tool in the world of digital sculpting. This book goes into great depth not only about how and why ZBrush works, but also how to master both ZBrush and digital sculpting. All aspects of the program are covered in detail and broken up into easy to understand sections. Essential ZBrush features many projects covering organic models and character pipelines, and non-organic hard surface walk-throughs. This book is suitable for all skill levels and covers something for every stage of a digital sculptor's development in ZBrush. Beginners learn the basics of ZBrush as well as digital sculpting and progress through both theory and projects to an advanced level. Upon completion of the book, readers will have the ability to produce detailed high quality digital sculpts.

Teach Yourself VISUALLY Photoshop Elements 4 (Teach Yourself VISUALLY (Tech))

Mike Wooldridge, Linda Wooldridge

Teach Yourself VISUALLY Photoshop Elements 4 (Teach Yourself VISUALLY (Tech)) Mike Wooldridge, Linda Wooldridge Amazon Price: $22.49
List Price: $24.99
Usually ships in 24 hours
By: Visual
Amazon Marketplace: 50 new & used starting at $2.92

Buy at Amazon.com

Browse similar items by category:
Subjects -> Computers & Internet -> Graphic Design -> General
Subjects -> Computers & Internet -> Graphic Design -> General AAS
Subjects -> Computers & Internet -> Programming -> Game Programming

Customer Reviews:
Total reviews: 8 Average rating: 4.0 of 5

Not usefull 1 out of 5 stars.
7 of 7 people found this review helpful.

This book containes lots of pretty pictures but not a lot of helpful information on the "how to" details for someone new to the process.

Editorial Review:

Are you a visual learner? Do you prefer instructions that show you how to do something - and skip the long-winded explanations? If so, then this book is for you. Open it up and you'll find clear, step-by-step screen shots that show you how to tackle more than 150 Photoshop Elements 4 tasks. Each task-based spread includes these great features to get you up and running on Photoshop Elements 4 in no time:
* Helpful sidebars that offer practical tips and tricks
* Succinct explanations that walk you through step by step
* Full-color screen shots that demonstrate each task
* Two-page lessons that break big topics into bite-sized modules

Learn How To:
* Import images from different sources
* Remove red-eye, dust, and scratches
* Adjust shadows and highlights
* Turn an image into a sketch
* Change print size, canvas size, and resolution
* Create a Web photo gallery

Developing Games in Java (New Riders Games)

David Brackeen

Developing Games in Java (New Riders Games) David Brackeen Amazon Price: $41.99
List Price: $59.99
Usually ships in 24 hours
By: New Riders Games
Amazon Marketplace: 54 new & used starting at $19.99

Buy at Amazon.com

Browse similar items by category:
Subjects -> Computers & Internet -> Games & Strategy Guides -> Video Games
Subjects -> Computers & Internet -> Games & Strategy Guides -> General AAS
Subjects -> Computers & Internet -> Graphic Design -> General

Customer Reviews:
Total reviews: 22 Average rating: 4.5 of 5

It's OK, But It Lacks Thorough Explanations 3 out of 5 stars.
6 of 7 people found this review helpful.

First off, this book is fairly easily to read if you have some programming background. This book is obviously not aimed at beginners, so it will require atleast a basic knowledge of Java to make any sort of sense.

What I liked about this book is the rather large number of projects you have to build right from the get go. However, what was most disappointing about this book was the lack of explanations as to what, exactly, is going on in the code. For instance, his section on mouselooking basically dumps two pages of code on you, filled with new algorithms that are accompanied by zero details about how they work or why things are done that way. There aren't even comments in the code that step you through it.

That aspect of the book is really saddens me because that's all that seperates it from a typing exercise and a great lessong in game programming.

Having said all of that. There are some basic functional things you gather that are useful if you are brand new to game programming.

What I had hoped to gather out of this book was more than just code. I hoped that there would be principles that I could extrapolate and take with me from project to project. Regretfully, I don't think this book accomplished that goal.

Editorial Review:

If you already have Java programming experience and are looking to program games, this book is for you. David Brackeen, along with co-authors Bret Barker and Lawrence Vanhelsuwe, show you how to make fast, full-screen action games such as side scrollers and 3D shooters. Key features covered in this book include Java 2 game programming techniques, including latest 2D graphics and sound technologies, 3D graphics and scene management, path-finding and artificial intelligence, collision detection, game scripting using BeanShell, and multi-player game engine creation.


Page 9 of 130 - Go to page: 4 5 6 7 8 9 10 11 12 13 14 20

Return to MagicBeanDip.com

This page was created in 1.4373 seconds.