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Game Programming Gems [Hardcover]

Mark DeLoura
4.3 out of 5 stars  See all reviews (35 customer reviews)

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Book Description

Aug 1 2000 Game Programming Gems (W/CD)
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, Software Engineering Lead for Nintendo of America, Inc.

From animation and artificial intelligence to Z-buffering, light maps, dark maps, bump maps, environment maps, and 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.

The companion CD-ROM contains all of the source code written in C and C++, and it is easily portable to both Windows and Linux. All graphics displays use Open GL. Also as a supplement to the reader, Game Programming Gems offers access to an associated Web site which contains up-to-the-minute information on additional game programming resources, research papers, and ongoing algorithm optimizations.

Key Features

-- A must-have for every game programmers library! -- Written by game programming experts and edited by Nintendo's Mark DeLoura -- Comprehensive coverage of all major techniques used in game devleopment -- CD-ROM is packed with the source code in C & C++, completely portable to Windows and Linux, and Open GL is used for the graphics display


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From Amazon

Aimed at the working (or aspiring) C/C++ game programmer, Game Programming Gems contains over 60 programming tips gathered from more than 40 working game gurus. If you want to build your own games or are simply interested in how games work, this text provides an intriguing glimpse into how the pros create state-of-the-art 3-D animation.

The guiding principle in this book is to publish the best available tips for game programming. Most of these fit into 10 pages or less. But don't let the efficient presentation fool you. Almost every one of these tips will be invaluable to any serious game developer.

Early sections concentrate on techniques for creating more maintainable, faster code. A guide to using scripts for data-driven game modules and techniques teaches you better resource management. A quick-start tutorial to the Standard Template Library (STL) will help you learn how to use these fast collection classes in your code right away. Several contributors show off strategies for better game debugging and profiling (and there is even a set of classes that can provide on-screen feedback during testing.)

The mathematical underpinnings required to do leading-edge 3-D graphics processing are also discussed. And Artificial Intelligence (AI) techniques for games are explained.

Over 20 techniques for doing work with polygons (a staple of representing 3-D virtual worlds) are laid out too. You will learn a variety of important concepts such as collision detection, working with key frames, better skinning for character animation, and realistic terrain generation (including fractals). A discussion of pixel effects, with some cutting-edge ways to add more realistic lighting and shadows to your games, closes the discussion.

With its leading-edge material on algorithms used by the competition, Game Programming Gems will be a virtual must-read for anyone who works in the game industry. With code samples geared to OpenGL that should run on both Windows and Linux, this book will help developers hone their game programming skills. --Richard Dragan

From the Publisher

Key Features:

* A must-have for every game programmer's library!

* Written by Game Programming Experts and edited by Nintendo's Mark DeLoura

* Comprehensive coverage of all major techniques used in game development

* CD ROM is packed with the source code in C & C++ completely portable to Windows and Linux, and all graphics displays use the popular Open GL language


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Customer Reviews

Most helpful customer reviews
4.0 out of 5 stars Very useful. Dec 8 2003
Format:Hardcover
I've found this book to be very useful in game programming. The variety of articles an concepts covered is very vast. In fact, that is probably the cause for its only (in my opinion) shortcomming - that many of the articles aren't long or complete enough. An excellent book if you're looking for an introduction to many different concepts.
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Format:Hardcover
two -- very carefully -- in a bookstore. I'm afraid you'll be disappointed. You will be tempted to buy it at first because the book is well made -- it's cute to look at, printed on acid-free, thick paper, font selection is very good, pleasing and clear. Don't fall for these mechanical attractions! Evaluate the contents.

It's truly not a book; it's more of a collection of perfunctory commentary to some source code on the disk (of unknown quality and/or usefulness.) The writing is mostly abhorrent (with the exception of the sections written by LaMothe and another guy whose name escapes me at the moment; Lamothe is good and can write, not only program); a lot of stuff is simply not explicated, the selection of the actually printed code is haphazard and unhelpful vis-a-vis the text. Since the quality and usefulness of the stuff on the disk is anyone's guess as well (and based on the text, it's nothing awesome), I don't think this book deserves the acclaim that it seems to get.

Several chapters are wasted on annoying bs about hungarian notation, development process (a la Code Complete), absolute banalities about using STL (very superficial, w/o any linkup with games programming -- just buy an STL book if you need to learn it, you won't get anything out of the Gems book itself.) There's a section on templates where the writers seemed more concerned with hugely impressing the reader with the supposedly latest-and-greatest template tricks than offering something useful (look for matrix classes -- they propose the stuff as some kind of generic mechanism (thus, templates), yet what they do will be totally useless for more than 3x3 matrices, and those can be simply coded manually if you need this kind of optimization, which is inlining and unrolling, really -- and keep in mind that it's only small loops that can be gainfully unrolled coz if it doesn't fit in the cache... you know where I'm getting to... moreover, with branch prediction, normal loops may perform better than when unrolled; at any rate, a regular, less-fashionable approach could result in simpler code; but they gotta show off their templatizing skill, wow, I'm impressed, another piece of pompous nonsense suitable for the C++ Report... too bad it's useless practically for 4-and-above dimensional matrices. Generality that doesn't apply generally... an overdesigned particular case, that's what it is.)

Most other chapters are written in a very typical halting, disjointed, and ungrammatical geeky-speak, and I don't mean terminology or technicalities, I mean an irritating inability of most contributors to organize and articulate their thoughts. Like I've already mentioned, it's printed on thick paper, if printed on normal paper, it'd be half the size. The binding is not good, my copy has already fallen apart, and it's not that I use it all the time.

The only potentially fruitful side of this book is bibiography; iow, you can use it as an catalogue of diverse methods used in programming, and when you're interested in something, follow the bibliography in order to really learn about the topic. The bibliography is fairly extensive, obviously recent; includes many web-sites with papers, etc. So that's good of course.

Overall though, the book is mediocre and too expensive for what it is. I would't buy it for more than $. 'course I've already bought it for more, but you don't have to. My opinion is, it's a clear thumbs down.

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4.0 out of 5 stars May find something useful in it Mar 11 2003
Format:Hardcover
I am for the most part a 2D DirectDraw programmer with some experience in DirectSound and DirectMusic. I only use these APIs and only with Visual C++ 6.0 Standard in Windows XP. So, I cannot sit here and write a lengthy review about how cool I think all the aspects of this book are when I wouldn't use most of the information covered in the book with my own 2D graphics engines. However, there was still a few VERY good articles in this book that can be used by either 2D or 3D programmers, so I'll talk about those because I know them and have used them.

The first really good chapter I found is 1.9 "Frame Based Memory Allocation" by Steven Ranck. Teaches you a trick on how to completely eliminate memory fragmentation in your games and speed up memory allocation during run-time, by never using memory allocation in run time. Instead, allocating memory at load time and using that allocation throughout various parts of the program until the program exits. Pretty cool and fast.
But I cannot skip the fact that all the articles in the first section can be used in any type of game (2D/3D) but I haven't gotten as much use out of them yet. There are 14 chapters in the first section total.
Once you get into the section on mathematics, you had better be a math wiz or at least proficiant.... Chapters like "Polynormal Approximations to Trigonomic Functions" means nothing to a 2D programmer like myself. Same goes for the chapter, "Matrix-Quaternion Conversions".
Section 3 goes into AI programming. The only chapters I have really read thoroughly is 3.1, "A finite-state machine class" by Eric Dysband, and 3.3, "Basics of A* For Pathfinding" by Bryan Stout. I found this chapter very useful and the book CD-ROM comes with pathfinding examples written by Bryan that demonstrate what he is talking about. Really useful to me!
Section 4 is completely useless to me because it's all about 3D programming. In fact the section is titled "Polygonal Techniques" and contains 19 chapters.
Section 5 is titled Pixel Effects and I really haven't gotten much out of this section unfortunately.

So as you can see, no matter what kind of programmer you are, you can probably get at least one really good tip out of this book. I didn't list all the useful chapters in the book, just the ones that were useful to me. When you read through it, you are likely to find different ones that are just as useful to you.

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Most recent customer reviews
4.0 out of 5 stars A fantastic "a la carte" tool kit
Written by a lot of the top professionals in the industry, each section in this book is like sitting in on a roundtable session at the Game Developers Conference. Read more
Published on Mar 10 2003 by Dave Mark
4.0 out of 5 stars Shiny gems for all levels of game programmers
This book is a collection of articles with game programming as the common theme. It does not cover game design so don't get disappointed about this. Read more
Published on Oct 24 2002 by Jacob Marner
3.0 out of 5 stars The Best of the Worst
This is seriously the worst book I own, I'm not saying that this book is bad, I've just seen better. Read more
Published on May 31 2002 by Nick Brabant
5.0 out of 5 stars The Guide
Before you buy any "I want to be the next John Carmark/John Romero/Sid Meyer/Roberta Willians/Rick Goodman/Big Game Guru" book please check this book. Read more
Published on Mar 19 2002 by jorge h f faria
5.0 out of 5 stars More Than Games
My cohorts and I develop real time control software for embedded applications running on microcomputers with minimal resources. Read more
Published on Dec 19 2001 by Mr. Roy B. Mccammon
4.0 out of 5 stars Lots of useful little ideas
The gems in this book cover a good variety of topics with a spread from beginner to advanced complexity. Read more
Published on July 2 2001 by David J. Parrott
4.0 out of 5 stars Well Organized, but stale
I thought it was well organized, but most of the articles/topics can be found on the internet.
Published on Jun 29 2001 by Jeffrey M. Barber
3.0 out of 5 stars Gems among Coal
There are some very good articles in this book, and there are also some bad ones. I strongly recommend flipping through a copy on the shelf on the articles that have caught your... Read more
Published on Jun 18 2001 by Wayne Miller
4.0 out of 5 stars Good, but most 'gems' are just colored glass
Game Programming Gems aims to follow in the footsteps of the excellent Graphics Gems series, except with articles that apply specifically to game programming rather than focusing... Read more
Published on May 28 2001 by Scott J Shumaker
4.0 out of 5 stars Good, but most 'gems' are just colored glass
Game Programming Gems aims to follow in the footsteps of the excellent Graphics Gems series, except with articles that apply specifically to game programming rather than focusing... Read more
Published on May 28 2001 by Scott J Shumaker
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