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Game Developer's Open Source Handbook [Paperback]

Steven Goodwin

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Book Description

Oct. 23 2006 Charles River Media Game Development
With the cost of game development increasing regularly, studios are looking for innovative ways to reduce their budgets without compromising quality. At the same time, developers are looking toward more complex and customizable software, tools, and libraries to build truly next-generation games. These goals have traditionally been mutually exclusive, but open source software can solve both problems by providing game developers with free, high-quality tools and libraries for every aspect of the development process. Graphics, audio, physics, networking, and movie playback code are all available for the taking; developed, written, tested, and ready to use. This software is complemented by a wide range of end-user tools for both the programmer and artist including graphic editors, IDEs, MIDI sequencers, and 3D editors. The Game Developer's Open Source Handbook uncovers this world of open source software and teaches management and game developers what code is available, where to get it, how to incorporate it into existing processes, and, most important, how to adhere to the license agreements for redistribution. The book is for all game developers, especially the "Indies," who want to use the wealth of free software in their own games to help increase the scope of the technology available and reduce the fi nancial burden. Members of the Linux fraternity will also fi nd it a useful insight into the methods by which these libraries can be applied into constructing a game. In addition, the book will be required reading for the producers and systems analysts of game studios who want to see the big picture. This must-have resource introduces a new world of software, and a new way of developing games for the 21st Century.

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Preface Acknowledgments PARTt I 1 An Introduction to Free and Open Source Software 2 License Commentaries 3 Open Source in the Game World PART II 4 Development Environments 5 Graphics 6 Audio 7 Physics 8 Networking 9 Scripting Engines 10 Utility Libraries 11 The Tools Pipeline PART III 12 Graphics Production Tools 13 Audio Production 14 World Editors Appendix A About the CD-ROM Appendix B The GNU General Public License Appendix C The GNU Lesser General Public License Appendix D The BSD License Appendix E The MIT License Appendix F The Apache License, Version 2.0 Appendix G Open Source Tools

About the Author

Steven Goodwin (London, England) has been in the game industry for more than 12 years, progressing from Windows programmer to lead and management roles on console platforms such as the PS2, GameCube, and Xbox. During his time, he was responsible for five titles, including the #1 selling Die Hard: Vendetta, which appeared on all three of the above platforms. He has also written more than 30 articles in major publications, including the UK games development industry trade paper, Develop, and recently wrote the book Cross-Platform Games Programming for Charles River Media.

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Amazon.com: 5.0 out of 5 stars  1 review
2 of 3 people found the following review helpful
5.0 out of 5 stars A Guide to What Software is Available and How to Use It Feb. 11 2007
By John Matlock - Published on Amazon.com
Format:Paperback
It's reliable. As soon as a new version of the software ships; hundreds, if not thousands of people go in and try to break it. If they break it, then they, or any of hundreds of others immediately go to fix it. ==It's fast. The Linux core is much smaller, much faster than any of the various Windows operating systems.

And, of course, it's FREE. And that's a very good price. A full set of the software needed to do gaming in today's market is a pocket full of dollars. If it's open source, it's simply free. Just to prove it, ther's a CD included with this book and it contains some 120 gaming software packages.

This book is aimed at the newcommer to the open source movement. It discusses things like the licensing requirements and what the software packages can do rather than being a guide to detailed programming. The goal is to direct you in the right direction so that you get the benefits of the open source movement quickly without having to go looking for what packages you might need.

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