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GAME PROGRAMMING GEMS

Alex Vlachos, André LaMothe, Andrew Kirmse, Anis Ahmad, Bryan Stout, Dan Ginsburg, Dante Treglia II, David Paull, Eddie Edwards, Erich Dybsand, Eric Lengyel, Gabor Nagy, Greg Snook, Guy Lecky-Thompson, Herbert Marselas, James Boer, Jan Svarovsky, Jason L. Mitchell, Jason Shankel, John Olsen, Jorge Freitas, Kevin Kasier, Loïc Le Chevalier, Mark DeLoura, Mark Peasley, Mason McCuskey, Miguel Gomez, Pete Isensee, Ryan Woodland, Scott Bilas, Sim Dietrich, Stan Melax, Steven Ranck, Steven Woodcock, Steve Rabin, Thatcher Ulrich, Tim Round, Torgeir Hagland, Yossarian King



 



For the countless tasks involved in creating a game engine there are an equal number of possible solutions. But instead of spending hours and hours trying to develop your own answers, now you can find out how the pros do it!


Game Programming Gems is a hands-on, comprehensive resource packed with a variety of game programming algorithms written by experts from the game industry and edited by Mark DeLoura, former software engineering lead for Nintendo of America, Inc. and now the newly appointed editor-in-chief of Game Developer magazine. From animation and artificial intelligence to Z-buffering, lighting calculations, weather effects, curved surfaces, mutliple layer Internet gaming, to music and sound effects, all of the major techniques needed to develop a competitive game engine are covered.


Game Programming Gems is written in a style accessible to individuals with a range of expertise levels. All of the source code for each algorithm is included and can be used by advanced programmers immediately. For aspiring programmers, there is a detailed tutorial to work through before attempting the code, and suggestions for possible modifications and optimizations are included as well.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Hardcover


9781584500490

2000

614

 

TAGS


Publishers: #CengageLearning (Cengage Learning) #CharlesRiverMedia (Charles River Media)

Languages: #English

Format: #Hardcover

Accessibility: N/A

Year: #Year2000


Companies:

N/A


Public Figures:

N/A


Games:

N/A


Misc:

#COURSETechnology (COURSE Technology)

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