Game Programming Golden Rules Paperback – Mar 12 2004
No Kindle device required. Download one of the Free Kindle apps to start reading Kindle books on your smartphone, tablet, and computer.
Getting the download link through email is temporarily not available. Please check back later.
To get the free app, enter your mobile phone number.
About the Author
Martin Brownlow (Rancho Santa Margarita, CA) has been a professional video games programmer for 10 years, and has a degree in Computer Science from University of Nottingham in the UK. He has received numerous awards for his work on both MDK and Sacrifice, including ¿Game of the Show¿ and several ¿Game of the Year¿ awards. He received a nomination for excellence in programming for Sacrifice. He also contributed to Game Programming Gems 3. He has worked for such companies as Virtuality Entertainment, Shiny Entertainment, Tremor Entertainment, Visual Concepts, and Planet Moon Studios. His latest project, Armed & Dangerous, was released for Xbox and PC in December 2003. He is currently employed at Swingin¿Ape Studios in Aliso Viejo, CA.
Most Helpful Customer Reviews on Amazon.com (beta)
The main thing you need to know about this book is that if you're new to programming, or you've been programming in languages that hide pointers (e.g, VB.NET or C#) and you're not terribly familiar with the pointer architecture of C or C++, you might want to hold off on buying this until you've familiarized yourself with some intermediate-to-advanced programming concepts.
Once you're on the right level for the book, however, you are likely to find it a valuable reference tool as you progress through a project. I'd suggest reading it straight through at least once so you know where to go to find that little tidbit that's tugging at the back of your mind when you're trying to figure out what you need to do to, say, optimize your rendering pipeline. After that, keep it on the closest bookshelf to your primary dev machine; you'll be referring back to it on a fairly regular basis unless you have a photographic memory. (...)
In a few short chapters, the book gives a good primer on some of the more difficult "real" problems beginning game programmers come across. Scripting and using scripted finite state machines is a big focus. Instead of just hooking up LUA to your C engine and using the "magic" macros, the book describes a fly-weight scripting language of your own. The coverage of the resource pipeline and assets is also very good. The book is not the final word on any of these topics, but provides a good grounding and ability to look for more information on each of them. Brownlow has a talent for demystifying some complex topics. One of my all-time favorite game programming books.
Look for similar items by category
- Books > Arts & Photography > Design & Decorative Arts > Graphic Design
- Books > Business & Investing > Job Hunting & Careers > Guides
- Books > Computers & Technology > Graphic Design
- Books > Computers & Technology > Programming > C
- Books > Computers & Technology > Programming > Game Programming
- Books > Computers & Technology > Programming > Software Design, Testing & Engineering > Software Development
- Books > Humour & Entertainment > Puzzles & Games > Video Games & Strategy Guides
- Books > Qualifying Textbooks - Fall 2007 > Computers & Internet
- Books > Qualifying Textbooks - Fall 2007 > Humanities