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Game Programming Algorithms and Techniques: A Platform-Agnostic Approach (Game Design)
Get Free Ebook Game Programming Algorithms and Techniques: A Platform-Agnostic Approach (Game Design)
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Game Programming Algorithms and Techniques: A Platform-Agnostic ApproachGame Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry.Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more.Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav
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Product details
Series: Game Design
Paperback: 352 pages
Publisher: Addison-Wesley Professional; 1 edition (December 29, 2013)
Language: English
ISBN-10: 0321940156
ISBN-13: 978-0321940155
Product Dimensions:
6.9 x 0.7 x 8.9 inches
Shipping Weight: 1.4 pounds (View shipping rates and policies)
Average Customer Review:
4.6 out of 5 stars
12 customer reviews
Amazon Best Sellers Rank:
#396,700 in Books (See Top 100 in Books)
When I ordered this book, I expected to receive another thick tome, typical of programming books. I was pleasantly surprised when I discovered how much less intimidating Madhav's book is; I was amazed at how thorough his coverage of the topics on game development were; and I found his writing style enjoyable and easy to understand. It is remarkable how he explains difficult and erudite topics with ease and simplicity; and, in truth, the pseudo-code he presents is far more readable, applicable, useful, and educational than actual code.His "platform-agnostic approach" is not a gimmick: he teaches the fundamentals of game programming at a high level, yet devotes enough attention to different platforms that require unique considerations. If you're looking to develop for PC, mobile, or console in 2D or 3D: this book has it all.His professional experience really shows in many cases (far more so than other run-of-the-mill game development books) where he addresses ways in which to increase workflow and productivity as well as source-control and sub-versioning for development teams.This is definitely more of an introductory book than an advanced one, make no mistake. Madhav admits: "a seasoned game developer may not find that much in the way of new information in this book."There are some subjects that he doesn't mention regarding game development, but this is because his book is primarily focused on (as the title states) "Algorithms and Techniques." That being said, don't expect something like Jason Gregory's "Game Engine Architecture." But because it doesn't try to cover every detail and aspect of development, it benefits by being much better organized and educational.I would highly recommend this book to anyone looking to become a game programmer; and although many of the topics are at a college-level, a high school student will find this book informative and inspiring--Madhav certainly does a great job presenting some complex topics and provides two games for readers to build and expand upon, both of which have source code to download online.As good as this book is, personally, I would like to see another book from him that covers a completely different set of game development topics--or perhaps more advanced ones. It is clear he enjoys teaching, and readers will enjoy learning from him.
Game Programming Algorithms and Techniques is one of those books that tries to be as general as possible, and I believe the author was successful in that. Too many books target one specific piece of software or even one particular version of a framework and end up becoming dated rather quick. However, the core ideas in game development have not fundamentally changed in a while. Sure graphics get better, and there are more complexities to working with modern hardware, but the programming algorithms themselves are still very much the same.Sanjay Madhav starts the book with an overview of some classic games, how a game loop works, handling timing in games, and the idea of game objects. Next he discusses 2D games, sprites, scrolling, and tile maps. There is a quick chapter on linear algebra. Then the author continues with a treatment of 3D graphics, including coordinate spaces, lighting and shading, visibility and transformation. Handling input is covered as is sound. There is a chapter on physics, which I much appreciated, and then some quick coverage of cameras, artificial intelligence, user interface, scripting, and networking. Finally, the book closes with two example projects.The author does a great job of explaining complex concepts in easy to understand language, especially in the math and physics chapters, which could be confusing otherwise. One of the pieces that I gained a lot from was the explanation of mouse picking 3D objects, which was described beautifully and made a lot of sense. The chapter on scripting languages was also helpful and relevant.Overall I enjoyed the book, and think it would be helpful to beginning programmers, or experienced coders in other fields looking to get into game development. I feel that for intermediate to advanced game programmers, much of this book will be a review. Not to knock the book for that, though, I think it’s a great book if you understand the audience it’s aiming for. I mean, there were even a few bits of information that were new to me, however much of the book was about stuff I’ve seen before.That said, I do like to read texts of various levels, and even beginner books can help you look at familiar problems in new ways. So I think it’s very much worth reading, especially if you are just starting out in game development.
If you want an intro to Physics, AI, Collision and many other algorithms start HERE. If you want to learn about lighting, shading, input, sound - start HERE. This book covers so much in such a small volume. I've read it twice to remind myself of how Pong reflection and shading work as well as what exactly the DOT and CROSS product algorithms are actually doing. I found this book incredibly indispensable.I don't really understand the one comment about not being a desk reference, if you need a refresher the chapters are easily laid out, index is simple and the read is very easy. I didn't realize this book was published so long ago until I saw these reviews - still incredibly relevant.I started dabbling in Unity & Unreal he covers 2D and 3D very well.To get the concepts down & reference them as you start your game programming, Start HERE.
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