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Game Programming of games. Game
DirectX
Game Programming in C++: Start to Finish
Erik Yuzwa

The book is written for hobbyist interested in making their own games, beginning Indie developers interested in starting their own small game company, students, and software developers considering making a transition into the game industry. Throughout the book, programmers work through exercises to build their own complete 3D asteroid game called PanzerGruppe. Beginning with engine creation and 3D programming with Direct3D, the book then moves to animation effects, audio, AI, collision detection, networking, and finalizing the game. A variety of tools are used throughout, including VisualStudio. NET and DirectX, Paintshop Pro, 3ds max, and the Panda XFile exporter tool.

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November 2005
400 pages
Guide to Creating Games in C++
David Conger

With this books you starts from ground zero, taking you under the hood of your machines, explaining how monitors work, and grounding you in C++ basics before moving on to major sections on object-oriented programming, the essentials of game development, more advanced C++, true game development, and the big payoff--creating the book's supercool Invasion of the Slugwroths game, complete with two levels of game play, a salt-shooting supergun, and more! Along the way, you'll learn how to animate with DirectX, structure their games, add sounds, use floating point math, work with arrays, and more.

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December 31, 2005
448 pages
Beginning Game Programming
Jonathan S. Harbour

The book teaches you everything you need to know to write 2D and 3D games with C and DirectX 9 without any complex mathematics. The complete game project in this book runs in fullscreen or windowed mode, and features mouse support, sound effects, 3D models, texture-based sprites, and 3D collision detection.

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October, 2004
360 pages
Beginning 3D Game Programming
Tom Miller

The book starts out with a crash course in game programming concepts and then progresses into developing 3 different types of games with many useful tips, notes, and cautions along the way. This title will serve as a useful guide to either current 2D game developers or programmers that want to learn to program games.

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December, 2004
432 pages
Programming Role Playing Games with DirectX, Second Edition
Jim Adams

This book is your guide to doing just that. Covering everything that you need to create a role playing game--working with graphics and combat engines, handling players, and making your game multiplayer-capable--this book begins with helpful information on storyline development and design issues specific to role playing games and then progresses to programming basics and RPG-specific gaming code.

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June 23, 2004
880 pages
Beginning Game Programming
Michael Morrison

The book focuses on the Windows API to construct games for the Windows platform and discusses game theory, including double-buffered graphics, sprite animation, and digitized sound effects and music.

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July 19, 2004
624 pages
Introduction to 3D Game Programming with DirectX 9.0
Frank D. Luna

Introduction to 3D Game Programming with DirectX 9.0 provides an introduction to programming interactive 3D computer graphics using DirectX 9.0, with an emphasis on game development. The book begins with an explanation of mathematical tools and moves on to general 3D concepts. Other topics include performing basic operations in Direct3D such as primitive drawing, lighting, texturing, alpha blending, and stenciling, and using Direct3D to implement techniques that could be required in a game. Chapters on vertex and pixel shaders, including the effects framework and the new High-Level Shading Language, wraps up the discussion.

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  Moon Labs 
June 2, 2003
424 pages
Advanced 3D Game Programming with DirectX 9.0
Peter Walsh, Adrian Perez

This book covers Direct 3D, DirectInput, and DirectSound, as well as artificial intelligence, networking, multithreading, and scene management.

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April 2003
600 pages
Strategy Game Programming with DirectX 9
by Todd Barron

The book outlines the game development process and explains game mechanics, resource management, interface design, sound implementation, and more. Advanced topics include path-finding, particle system rendering, and network implementation.

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  Lost Logic 
June 2003
700 pages
Isometric Game Programming With Directx 7.0
Andre' LaMothe (Editor)

A beginner to intermediate level guide to creating isometric games with DirectX 7.0. For serious game developers. CD-ROM includes trial software, the source code from the text, additional art and source code from selected articles, and a number of other helpful materials.

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IsoHex
March 15, 2001
744 pages
OpenGL
Beginning OpenGL Game Programming
Dave Astle, Kevin Hawkins

With "Beginning OpenGL Game Programming", you’ll learn how to use OpenGL to develop games using high-performance graphics and game libraries. Focusing solely on topics related to graphics and OpenGL, this comprehensive guide gives you the skills you need to unleash the power of OpenGL 1.5 and create realistic, real-time graphics. If you are just getting started in 3D game development and are comfortable programming in C++, this guide is your ideal introduction to OpenGL. By the time you finish this book, you'll understand the basics of OpenGL and be able to apply your newfound skills as you create your own games!

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  Official Site 
March 2004
300 pages
More OpenGL Game Programming
Dave Astle, Kevin Hawkins

Using OpenGL extensions, vertex and fragment programs, special effects, model animation, and more.

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  Official Site 
2005
600 pages
Opengl-ES Game Development
Dave Astle, Dave Durnil

OpenGL ES new standard for embedded systems. This book covers OpenGL ES, EGL, game development, and platforms that are currently available. It also covers the problems involved in mobile game development with OpenGL ES and includes an overview of fixed point math and other areas of cell phone limitations that must be considered before creating mobile games.

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  Official Site 
June 2004
400 pages
OpenGL Game Development
Chris Seddon

The book focuses on building two separate programs: a map editor and a game engine, with special emphasis on using multi-texturing, texture compression, and point parameters; creating special effects like animated water, animated water sprays, transparencies, and skyboxes; writing optimised code for video cards; extending OpenGL filtering; and achieving the latest graphics effects such as anisotropic.

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Jan 2005
400 pages
Focus on 3d Terrain Programming
Trent Polack

The author covers implementation of a brute force engine and provides information on terrain lighting and texturing and complicated algorithms. This book covers special effects, day/night simulation, lens flare, real-time deformation, and more. It is primarily targeted at the Win32/OpenGL platform. While the book is written as platform independently as possible, all example programs are written for Windows and use OpenGL for graphics.

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1 December, 2002
250 pages
Focus On 3D Models
Evan Pipho

If you are serious about game programming, you must understand the world of 3D modeling. This guide is designed to help the reader understand the most popular 3D modeling file formats. It also provides coverage of foundational material such as mathematics, skeletal animation and more. All example programs are written for Windows and use OpenGL for graphics.

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27 December, 2002
232 pages
Principles
Advanced Game Development With Programmable Graphics Hardware
Alan Watt, Fabio Policarpo

Written for game programmers and developers, this book covers GPU techniques and supporting applications that are commonly used in games and similar real-time 3D applications. The authors describe the design of programs and systems that can be used to implement games and other applications whose requirements are to render real-time animation sequences (such as walks through complex scenes) at the high quality now available from GPUs.

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July 25, 2005
450 pages
Cross Platform Game Programming
Goodwin

Cross-Platform Game Programming addresses cross-platform programming issues by teaching programmers practical cross-platform development strategies for writing the same game, using the same code for several platforms simultaneously (PS2, XBox, PC, and GameCube, etc.).

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March 10, 2005
375 pages
3D Game Animation For Dummies
Kelly L. Murdock

For readers intrigued by 3D video games as a hobby or a potential career, this book offers an introduction to the world of 3D game animation and provides step-by-step instructions on creating storyboards, scenery, characters, and even software. Cover topics such as working with 3D coordinates, keyframing, NURBS modeling, lighting, rigging, skinning, particle effects, and more.

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May 2, 2005
408 pages
OpenAL Programming Guide
Lengyel

This book provides the only OpenAL 1.1 standard reference available to game and audio programmers. The book is divided into two sections. The first section, the programming guide, begins with a relatively general overview of audio programming and then discusses proper programming methods under the OpenAL library. The second section, the reference manual, provides a per-function reference covering the complete library.

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May 2006
350 pages
The Game Programmer's Arsenal
Martin Brownlow

The Game Programmer’s Arsenal is an indispensable reference that describes the essential techniques needed to develop any game. These techniques cover memory management, aggressive multi-threading techniques, scene partitioning, pathfinding, cartoon shading, animation & skinning, video postprocess effects, high order surfaces, particle systems, fast physics simulation, and cloth simulation.

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October 1, 2005
420 pages
A Gentle Introduction to Game Programming
Andrew Phelps

A Gentle Introduction to Game Programming is a concise reference documenting different approaches to several different types of games, as well as examples that illustrate how to achieve a variety of effects in different multimedia authoring environments including Java, Director, and DirectX. This book offers coverage of graphics, AI, algorithms, networking, cognitive science, interaction and playability, and more as it pertains to the theory of building games. For game programmers, multimedia developers and interactive content developers who want a clear, logical introduction to the theory of game programming.

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June 30, 2006
500 pages
Introduction to Game Development
Steve Rabin (Editor)

Based on the curriculum guidelines of the IGDA, Introduction to Game Development is the first book to survey all aspects of the theory and practice of game development and design. The book, which might be used as a textbook for an introductory course, or for newcomers to the game development arena, is divided into several independent parts, including game programming, game production/design, and the business of game development. Selected topics include discussions of basic programming in C++ and Java[trademark], visual design, culture and society, mathematics, physics, artificial intelligence, business, level design, game genre, sound, and many more

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May 2005
900 pages
3D Game Engine Architecture
David H. Eberly

This book is a complete guide to the engineering process, starting with a walk-through of the graphics pipeline showing how to construct the core elements of 3D systems, including data structures, the math system, and the object system. Dave explains how to manage data with scene graphs, how to build rendering and camera systems, and how to handle level of detail, terrain, and animation. Advanced rendering effects such as vertex and pixel shaders are also covered as well as collision detection and physics systems.

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December 2004
752 pages
Real-Time Cinematography for Games
Brian Hawkins

Today's television and movie productions are produced using the highest quality computer graphics available, and computer game audiences have come to expect the same quality. To achieve this cinematographic quality, programmers need to understand the principles of lighting, camera positioning, and motion. Real-Time Cinematography for Games teaches programmers and artists how to incorporate tried-and-true filmmaking techniques into their games.

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April 2004
350 pages
Beginning C++ Game Programming
Michael Dawson

This book will get you started on your journey, providing you with a solid foundation in the game programming language of the professionals. As you cover each programming concept, youll create small games that demonstrate your new skills. Wrap things up by combining each major concept to create an ambitious multiple player game. Get ready to master the basics of game programming with C++!

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May 2004
304 pages
3D Game Programming All in One
Ken Finney, Kenneth Finney

It provides the instruction, examples, development principles, and, perhaps most importantly, the actual tools needed to create your own 3D game. It is the only book that covers each aspect of developing a 3D game in a hands-on tutorial style.

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March 16, 2004
900 pages
3D Game Engine Programming
Stefan Zerbst

At the end of the book, you will be able to program your own comprehensive game engine, including renderer, network, audio, input, and math libraries. Includes coverage describing how to implement additional tools for game programming, such as a level editor with graphical user interface.

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April 2004
800 pages
Core Techniques and Algorithms in Game Programming
Daniel Sanchez-Crespo Dalmau

By focusing on time-tested coding techniques-and providing code samples that use C++, and the OpenGL and DirectX APIs-Daniel has produced a guide whose shelf life will extend long beyond the latest industry trend. Code design, data structures, design patterns, AI, scripting engines, 3D pipelines, texture mapping, and more: They're all covered here-in clear, coherent fashion and with a focus on the essentials that will have you referring back to this volume for years to come.

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September 8, 2003
912 pages
Game Coding Complete
Mike McShaffrey

The book covers all critical facets of programming, working with teams, selecting the right game architecture, testing and debugging, code optimization, and more. It includes hundreds of insider tricks and techniques used by programmers who learned their craft on cutting edge titles such as Ultima Online.

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June 2003
600 pages
C++ for Game Programmers
Noel Llopis

Text addresses the unique challenges raised by using C++ in game development. Describes common C++ techniques to solve specific problems faced by most developers. Covers new technologies such as STL, along with challenges specific to different platforms. For intermediate to advanced programmers.

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April 2003
412 pages
Programming Game Audio
Mason McCuskey

You’ll learn how to compose dynamic music and program 3D sound. There’s even coverage of using DirectPlay Voice for real- time voice chat in your games!

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April 16, 2003
375 pages pages
Game Programming All in One
Bruno Miguel Teixeira de Sousa

This book helps beginners get started and provides them with enough information to create their own games. It is a book that requires no previous experience with programming, but does assume a good understanding of computers. (DirectX+2D).

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January 2002
700 pages
Game Programming Gems
Game Programming Gems
Mark Deloura (Editor)

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.

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Game Programming Gems site
August 2000
600 pages
Game Programming Gems 2
Mark DeLoura

Blazing through the excitement generated by the first volume, Game Programming Gems II is here with an entirely new set of innovative ideas, techniques, and algorithms. Game developers of all levels will find insightful tips and tools from this unique collection.

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August 2001
630 pages
Game Programming Gems 3
Dante Treglia (Editor), Mark Deloura

New section covering Network and Multiplayer games

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July 2002
630 pages
Game Programming Gems 4
Andrew Kirmse

Comprehensive coverage of all key development areas, including Mathematics, Graphics, General Programming, Audio, Artificial Intelligence, Network and Multiplayer Games, and the new Game Physics section

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March 2004
600 pages
Game Programming Gems 5
Pallister

Audio, Graphics, Networking/Multiplayer, Mathematics, General Programming, Physics, and Artificial Intelligence sections.

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March 10, 2005
700 pages
Artificial Intelligence
Game Development With Lua
Paul Schuytema, Mark Manyen

Lua 5.0 is an open-source, freeware scripting language. It is gaining popularity in the world of game development, because of the power and ease with which it can control complex GUIs and artificial intelligence. For the developers who have started to use Lua or those considering using it, Game Development with Lua will teach them the Lua scripting language in the context of game development. Written by practicing Lua game developers, the book teaches how to use Lua for commercial game development.

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May 10, 2005
400 pages
Ai Game Engine Programming
Brian Schwab

The book provides insightful coverage of a variety of subjects important to AI engine development, and ties them together masterfully to form an indispensable reference.

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September 14, 2004
600 pages
Ai For Game Developers
David M. Bourg, Glenn Seemann

Written for the novice AI programmer, AI for Game Developers introduces you to techniques such as finite state machines, fuzzy logic, neural networks, and many others, in straightforward, easy-to-understand language, supported with code samples throughout the entire book (written in C/C++).

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September 30, 2004
400 pages
Ai Game Programming by Example
Mat Buckland

Techniques covered include state and goal based behavior, inter-agent communication, individual and group steering behaviors, team AI, graph theory, search, path planning and optimization, triggers, scripting, scripted finite state machines, perceptual modeling, modeling memory, command queuing, goal evaluation and arbitration and fuzzy logic.

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ai-junkie
Source Code
September 2004
500 pages
Programming Believable Characters for Computer Games
Penny Baillie-De By

Throughout the book, programmers work through the step-by-step creation of a 3D animated autonomous character. Each chapter covers the theory of the topic and then applies it through practical, hands-on exercises. The creation process works from design, modeling, and animation to the development of the artificial brain, which includes techniques for learning, socializing, communicating, navigating, and adapting to its environment. This is a comprehensive resource that brings current games research into the hands of programmers.

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May 2004
550 pages
Artificial Intelligence For Computer Games
John David Funge

This book provides a comprehensive introduction to the use of artificial intelligence (AI) in computer games. The author concentrates on the techniques and strategies for developing efficient AI engines for gaming applications. Building on fundamental principles of artificial intelligence, the author explains how to create nonplayer characters (NPCs) with progressively more sophisticated capabilities.

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ai4games
August 15, 2004
550 pages
AI Game Development
Alex Champandard

Neural networks, decision trees, genetic classifiers: If these are AI concepts you'd like to employ in your own games-and you know your way around C++-this is the book for you!

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NOV 26, 2003
768 pages
AI Game Programming Wisdom
Steve Rabin (Editor)

This unique collection of articles gives programmers and developers access to the insights and wisdom of over thirty AI pros.

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March 2002
600 pages
AI Game Programming Wisdom 2
Steve Rabin, Editor

Everything from general AI architectures, rule based systems, level-of-detail AI and scripting language issues, to expert systems, fuzzy logic, neural networks, and genetic algorithms is thoroughly covered. If you’re a game programmer (AI/logic, front-end, user interface, tools, graphics, etc.) this comprehensive resource will help you take your skills and knowledge to the next level.

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December 2003
600 pages
Mobile Device
Beginning Mobile Phone Game Programming
Michael Morrison

Topics covered include: How to construct a game engine to drive mobile games. How to use Java 2 Micro Edition (J2ME) and the Java Game API to get the most performance out of your mobile games. How to implement sprite animation and control interactions among moving sprites. How to play sound effects and music in mobile games. How to take advantage of wireless networks to build mobile multiplayer games. How to design and develop a variety of different games spanning several video games genres

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November, 2004
528 pages
Mobile Device Game Development
Clayton E. Crooks II

The book and companion CD-ROM include tutorials and sample games to provide the reader with hands-on experience in creating games such as slot machines, card games, baseball, children's games, and more. Also on the CD-ROM are graphics, sound effects, and source code. The book addresses specific content issues that arise when switching from a PC game programming environment to that of a smaller device, such as the creation of graphics for a small screen.

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October, 2004
334 pages
Wireless Game Development in Java with MIDP 2.0
Ralph Barbagallo

This book features step-by-step examples in a major game programming areas such as graphics, GUI, networking, tiles, animation, and sound. Additinally, the book goes into some detail about the business model of wireless game distribution.

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October, 2004
500 pages
Mathematics and Physics
Physics For Games Programmers
Grant Palmer

Physics for Game Programmers shows you how to infuse compelling and realistic action into game programming—even if you don’t have a college-level physics background! Author Grant Palmer covers basic physics and mathematical models and then shows how to implement them, to simulate motion and behavior of cars, planes, projectiles, rockets, and boats. This book is neither code heavy nor language specific, and all chapters include unique, challenging exercises for you to solve. This unique book also includes historical footnotes and interesting trivia. You’ll enjoy the conversational tone, and rest assured: all physics jargon will be properly explained.

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April 25, 2005
350 pages
Physics-based Animation
Kenny Erleben

Physics-Based Animation is written to teach essential principles and provide practical methods for transforming theoretical techniques into practical skills. It thoroughly details all three of the key subjects: physics, mathematics, and animation. The book gives students and professionals a solid foundation for understanding how the mathematical models are derived from physical and mathematical principles, and how the mathematical models are solved in an efficient, robust, and stable manner on a computer. It is ideal for students of animation, researchers in the field, and professionals working in games and movie industries.

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June 10, 2005
800 pages
Mathematics and Physics for Programmers
Danny Kodicek

This book provides a simple but thorough grounding in the mathematics and physics topics that programmers need to write these algorithms and programs, using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercise sets follow each chapter for additional practice of the techniques. The CD-ROM provides demo examples of the mathematical and physical principles discussed in the book, with source code written in several different languages (C++, Lingo, and Java).

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April, 2005
656 pages
Game Physics
Dave Eberly

Game Physics is an introduction to the ideas and techniques necessary to create physically realistic 3D graphic environments. This book tackles the complex issues others avoid and that challenge professional designers, including rigid body dynamics, impulse methods, penalty methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and symplectic systems.

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December 2003
600 pages
Applied Physics for Game Programmers
Christopher D. Watkins

Provides a practical guide to understanding and using physics in game programming.

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March 2004
400 pages
Essential Mathematics for Games and Interactive Applicationss
James M. Van Verth, Lars M. Bishop

The book begins with linear algebra and matrix manipulation and expands on this foundation to cover such topics as texture filtering, interpolation, animation, and basic game physics.

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March 2004
676 pages
Physics Modeling for Game Programmers
David Conger

Physics modeling is taking the game development industry by storm. It is a powerful too for producing great-looking, realistic games. A simple model can create effects beyond the wildest expectations. Advances in processing speed and 3D rendering technology have revolutionized games. A good understanding of the underlying physics and how to implement it as a programmer are essential to making a really good 3D game.

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August 12, 2004
544 pages
Mathematics for Game Developers
Christopher Tremblay

The book designed specifically for the game developer, not the mathematician. As a game developer, you know that math is a fundamental part of your programming arsenal. In order to program a game that goes beyond the basics, you must first master concepts such as matrices and vectors. In this book, you will find some unique solutions for dealing with real problems youll face when programming many types of 3D games. Not only will you learn how to solve these problems, youll also learn why the solution works, enabling you to apply that solution to other problems. Youll also learn how to leverage software to help solve algebraic equations.

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June, 2004
648 pages
Beginning Math and Physics for Game Programmers
Wendy Stahler

This book is an excellent practical introduction to game math and physics. The author has an interesting visual approach to trigonometry and matrix arithmetic, which makes it an entertaining read. There’s a good mix of theoretical insight (described in an unusually useful visual style) and practical advice.

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Mach, 2004
504 pages
Mathematics for 3D Game Programming
Eric Lengyel

This book illustrates the mathematical concepts that a game developer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D programming such as illumination and visibility determination.

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Nov, 2003
551 pages
3D Math Primer for Graphics and Game Development
Fletcher Dunn, Ian Parberry

The books covers fundamental 3D math concepts that are especially useful for computer game developers and programmers. The authors discuss the mathematical theory in detail and then provide the geometric interpretation necessary to make 3D math intuitive.

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June, 2002
400 pages
Multiplayer
Massively Multiplayer Game Development 2
Thor Alexander

Unlike many programming books, Massively Multiplayer Game Development is intended to appeal to the entire team: programmers will find a multitude of technical ideas, and designers and producers will benefit from the detailed information on design, architecture, and customer support.

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March 10, 2005
500 pages
Programming Multiplayer Games
Andrew Mulholland

This book covers all the major aspects and theory behind creating a fully functional network game, from setting up a stable MySQL backed-end database for storing player information to developing a reusable TCP/IP network library for online games as well as developing web-based server interfaces.

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May 2004
550 pages
Programming A Multiplayer First Person Shooter In DirectX
Vaughan Young

The book begins with a review of the wrapper classes that will be used, maps out the basic design of the game, and develops the framework. From there the infrastructure of the game is started, including the development of the menu system ready for navigation. The next chapters work through the addition of network support, resource management, and adding the game world. The final part of the book details how to implement collision detection and basic physics techniques, adding weapons and other assets, and finally the fine tuning steps, including optimization.

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October 15, 2004
500 pages

 Total: 64 books

PMG   21 Okt 2005

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