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Game Programming Gems 5 Hardcover – Feb 28 2005
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SECTION 1 GENERAL PROGRAMMING SECTION 2 MATHEMATICS SECTION 3 ARTIFICIAL INTELLIGENCE SECTION 4 PHYSICS SECTION 5 GRAPHICS SECTION 6 NETWORK AND MULTIPLAYER SECTION 7 AUDIO About the CD-ROM
About the Author
Kim Pallister is a Technical Marketing Manager and Processor Evangelist with Intels Software and Solutions Group. He is currently focused on real-time 3D graphics technologies and game development. He has contributed many articles to the series and was the General Programming section editor for Volume 3. Mark DeLoura, founding editor of the series, is the manager of developer relations for Sony Computer Entertainment America, with a focus on PlayStation and future entertainment products.
Most Helpful Customer Reviews on Amazon.com (beta)
4.2 Dynamic Grass Simulation - Just how does grass move when the wind is blowing
5.7 Rendering Gemstones - you can see through them, you can see highlights
5.2 Let it Snow - And how does the appearance of snow change if you are moving through it.
There is no question that the main driving force for faster computers is to make for more realistic gaming. And the faster computers allow more sophisticated programming to be done to make the grass wave realistically.
This is probably not a book you're going to sit down and read from cover to cover. You'll probably scan through and read the ones that are applicable to just what you need to do next. But then in a couple of weeks, in a couple of months....
I only purchased this book in 2012, but still I'm interested in a lot of the information. For some graphics-related articles, you have to be careful that things haven't become easier/better in the mean time, but even then, the content is often already so advanced that it still helps, or advanced enough to implement and still be happy with the results.
While the article I originally purchased the book for didn't really help me as much as I had hoped, there is nonetheless a wealth of other information in this book that may prove to be useful to the budding game developer.
Most of the info in this book could probably be obtained by searching the internet, but it's nice to have it all in one package.
Also note that since this book was published in '05, some of the info may already be somewhat outdated, especially those articles pertaining to graphics hardware techniques, which a significant portion of the book is devoted to.
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