Game Coding Complete, Second Edition - Book Review,
by Mike McShaffry

Info-architects.net Last week I bought Game Coding Complete and I highly recommend it.
David Astle, GameDev.net The best parts of this book were those covering topics that typically get overlooked in other game programming books.
GDSE (Game Development Search Engine) This book is awesome - Mike gives tips and warnings in the form of Best Practices, Gotchas and war stories.
Paul F. Johnson, accu.org If you ever wanted to know how to write a game, this is the book for you.
Triple Buffer Software Mike has put a lot of effort in making this a Game Coding Complete experience.
Book Description Mike McShaffry's first edition of Game Coding complete rapidly became one of the top-selling game programming books and was widely praised by readers around the world. The best description of the first edition comes from two Amazon reviewers; the first proclaiming, "I got the same feeling of enlightenment when reading this one as I did all those years ago when I read the classic book "Code Complete" and the second stating "This is the first game book I have read that I was sorry when I got to the end because there wasn't any more." For Game Coding Complete, Second Edition, McShaffry returns with many more of his highly popular, shoot-from the hips war stories and expert game programming insight that only a real insider could provide. McShaffry uses his experience as a leading programmer for Origin Systems, Microsoft, and Ion Storm a division of Eidos, to illustrate real-world techniques and solutions, including examples from his recent work on the major game, Thief Deadly Shadows. Game Coding Complete, Second Edition takes programmers through the complete process of developing a professional quality game using hundreds of insider tricks and techniques developed and perfect by the author from over a decade of game development experience. It covers a range of topics that will appeal to the most discriminating programmers such as key "gotcha" issues that could trip up even veteran programmers. The new edition features expanded coverage of 3D programming, several new chapters on game interface design, game audio, game scripting, game engine technology, code optimization, production and scheduling, plus it now includes a CD-ROM packed with valuable source code and game development tools. The appendix offers solid advice on starting your own game company. The C++ language is used to explain specific programming concepts with added discussion of development with C# and Managed DirectX programming.
Book Info Guide to programming commercially viable computer games. Covers all critical facets of programming, working with teams, selecting the right game architecture, testing and debugging, scheduling, and more. Uses the C++ language to explain specific programming concepts. For programmers, developers, and project managers involved in the game development process. Softcover.
From the Publisher Covers topics that typically get overlooked in other game programming books making it the only one of its kind to expertly present from start to finish the process of programming commercially viable computer games. Dedicates a new chapter to game user interface design from game screen design for consoles and PCs to interface components to in-game and out of game screens. Shows important real-world techniques for game audio with a new chapter covering file formats, using Miles Sound System or DirectSound, 3D sounds and listener positions, EAX and DSP effects, plus advanced sound techniques. Covers core physics programming techniques from collisions and intersections, ray casting, and object collision detection. Features critical physics concepts such as motions and forces, animating versus simulating, and more. Shows developers how to get the most out of using game engines and todays leading 3D technology. 2nd Edition has been expanded by 30%, with 7 new chapters Features a Foreword by Warren Spector, one of the leading forces in game development today.
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