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Core Techniques and Algorithms in Game Programming [Paperback]

Daniel Sanchez-Crespo Dalmau
4.1 out of 5 stars  See all reviews (15 customer reviews)

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Book Description

Sep 21 2003 0131020099 978-0131020092 1

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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From the Back Cover

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.

About 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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Customer Reviews

4.1 out of 5 stars
4.1 out of 5 stars
Most helpful customer reviews
2.0 out of 5 stars For beginners only Jun 12 2004
Format:Paperback
I find it telling that the author's bio does not mention any games that he has worked on, because it quickly becomes apparent when reading it that this is *not* the advice of a seasoned developer, and I doubt that he has worked on anything more than very small demos. The book does cover a broad range of techniques and algorithms that are applicable to game programming, but it seems that the author's knowledge of these techniques is of an academic nature - gleaned from reading other books or newsgroups and a little dabbling in his spare time, not from professional game development. As such, it provides an introduction to quite a lot of topics, but as soon as it comes to adding more detail on implementation or practical advice, he suddenly becomes very vague and occasionally just plain wrong. Furthermore, his programming style is very academic (smells of unix) - not of the standard expected of a professional programmer.

The book may serve as a good warm-up for a student wishing to enter the industry, but for anybody with a year or two under their belt it is unlikely that they will find anything here to improve their skill set. This does not necessarily make it a bad book, as there are plenty of people out there who want to get into the industry and don't know where to start, and more in-depth books would probably create information overload. However, the book would have got a higher score if it had included the word "introduction" in the title somewhere. As it is pitched, as a reference book for the industry, it is a definite disappointment.

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2.0 out of 5 stars Disappointing. A lot of info, but sloppily done May 12 2004
Format:Paperback
This is an ambitious and expensive book. In my opinion it isn't really worth the cost. I have two major criticisms: first, there is no CD with code samples, and no color plates for showing off graphics. Second, it is *very* poorly edited, and the code formatting is so bad as to be almost unreadable.
For example, on page 576 on reducing texture memory requirements the author talks about how using RGB4 is generally okay if you don't have fine color gradients. This is correct. He then refers to an unnamed figure (which we find on the next page) but swaps the left and right side (presumably) defeating his point. He then later refers to the figure, by number, but with completely incorrect content. The actual picture referred to was apparently removed, and the wrong one got its number. This is not an isolated incident. Page 329 has a nasty (yet typical for integer divides) off-by-one error.
Further, I find he often uses pseudo-code where you would want details, and real code where you would want pseudo-code. And the coding style used is also poor, especially when one thinks it is meant to be an example to new programmers. Often #define's are written exactly like normal variables and are used when enums would be much better, upper case and lower case are regularly switched when referring to the same variable, long, unreadable, all lowercase variable names are used, constants are not brought out of loops, braces are not matched up, erratic use of whitespace, etc.
I also found discussion often sadly lacking. The book is admittedly already large, but much could be cut out that isn't interesting or germane (e.g. pages of badly formatted code, or mixing force-feedback effects for DirectX which belongs in a DirectX book). For example, in discussing A* searching no mention is made of using pessimistic heuristics, which in practice can dramatically improve performance. In a very brief section of Design Patterns, no discussion is made about why the author thinks its better to subclass strategies rather than use function pointers.
Some statements are just wrong: "As anyone familiar with algorithm theory knows, sorting a list of N numbers needs at most N log N comparisons, and no algorithm can perform better than that (in a worst case scenario)." Well, in fact, if you can meet certain criteria, you *can* sort in O(N) time (even in the worst case), and many "standard" algorithms require N*N comparisons in the worst case.
There are some good points. The history of games was quite interesting, as was the review of tiling, sprite, and palette techniques. And, if you're a complete beginner to programming, there's a fair bit of useful information, and I'd give the book 3 stars instead of two. Even experienced game programmers will probably learn something, or at least be pushed in that direction. The explanation of BSPs was quite good, for example.

All in all, disappointing. For reference, I've programmed the PlayStation (one) for Electronic Arts, and more recently done gaming stuff for mobile phones, and have a background and interest in gaming, 3D graphics, and AI.

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3.0 out of 5 stars good for general information May 6 2004
By A Customer
Format:Paperback
I have read about half of this book so far. I was very excited about this book while reading it because it does contain a lot of useful general information. However, if you are looking for actual code examples...this book falls short.

I am writing my own game engine right now and I went to the book to use an algorithm it had listed...except the algorithm doesn't actually work! i tried to debug the algorithm for hours before giving up and writing my own. (Which was a good exercise in itself) Once again I turned to the book for an algorithm it listed, but the explaination of it was so bad I decided to write that one myself too.

So...if you are a programmer already this book will be useful to you because the code snippets provided are less important that overall concepts which is why i bought it in the first place. But if you are a beginner programmer looking to learn how to code, I wouldn't recommend this book to you.

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Most recent customer reviews
5.0 out of 5 stars Broad approach but well worth reading
This text is an intriguing kind of beast. It gives broad overviews of almost every area that impinges on game engine design, but yet avoids a lot of low level detail in maths and... Read more
Published on April 14 2004 by John Harpur
5.0 out of 5 stars An excellent textbook
I have just finished using this book as a textbook for our computer game development course at the University of Otago. Read more
Published on April 14 2004 by Simon McCallum
5.0 out of 5 stars One of the best game dev books in recent years
Aspiring game programmers face a major challenge. There are plenty of good introductory books out there that will teach them enough to put together a basic game. Read more
Published on Mar 8 2004 by Dave Astle
5.0 out of 5 stars Satisfied with my purchase.
I got this book around Xmas and haven't yet finished reading it, but so far I'm extremely happy with my purchase: the contents are extremely up-to-date, and the explanations are... Read more
Published on Feb 22 2004 by Jerry Yee
2.0 out of 5 stars Nice overview, but very few details
I guess I'm the kind of software engineer who likes to see code from time to time in my programming books. Read more
Published on Jan 19 2004
5.0 out of 5 stars opinions from one professor to another
Being a professor myself, i approached Sanchez-Crespo's book with skepticism. The NRG series is new, the author is an academic and, on top of that, the book does not come with a... Read more
Published on Nov 13 2003
5.0 out of 5 stars this is a real good book!
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... Read more
Published on Nov 5 2003
5.0 out of 5 stars great educational tool
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... Read more
Published on Nov 5 2003
5.0 out of 5 stars a very good survey
If you want to learn all the foundational techniques to game programming, this is *the* book. Not nearly as deep as Real Time Rendering, specific as Game Programming Gems, this... Read more
Published on Nov 5 2003
5.0 out of 5 stars encyclopedic, well-written, and very useful indeed
Having read many books on game programming, this has to be one of the most "encyclopedic" efforts that come to my mind. There's literally hundreds of algorithms here. Read more
Published on Sep 30 2003 by "jmarsh279"
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