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GAME DEVELOPMENT BOOKS

Premier Press GameDev Series | Charles River Media GameDev Series

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Game Development Books / Premier Press: Game Development Series

Advanced Animation with DirectX Advanced Animation with DirectX
Artificial Intelligence is one of the hottest topics in the world of game technology. AI Techniques for Game Programming teaches readers how to apply evolutionary programming techniques to their own code in a practical way. This book presents AI techniques in an easily understood, informal style making them available to beginning, as well as more advanced, programmers. Readers will master the complex AI concepts by programming practical, fun projects using the techniques in this book. AI Techniques for Game Programming guides readers with high-school level math skills step by step through the equations. The material is presented in three sections (Windows Programming, Genetic Algorithms, Neural Networks) and includes sample projects to walk the reader through real-world applications.

AI Techniques for Game Programming AI Techniques for Game Programming
AI Techniques for Game Programming takes the difficult topics of genetic algorithms and neural networks and explains them in plain English. Gone are the tortuous mathematic equations and abstract examples to be found in other books. Each chapter takes you through the theory a step at a time, explaining clearly how you can incorporate each technique into your own games.

Beginner's Guide to DarkBASIC Game Programming Beginner's Guide to DarkBASIC Game Programming
Design and play your own games without worrying about the technical details of programming DirectX. DarkBasic handles the entire game engine for you! Game Programming with DarkBasic is a programming primer that teaches concepts by taking you through the creation of simple games. By the end of the book, you'll have written complete 2D and 3D games! This book is the only one on DarkBasic, so advanced programmers will need it as a complete resource as well as beginners.

Beginning Direct3D Game Programming Beginning Direct3D Game Programming
Approximately 50 to 60% of videogames published this year were written with Direct3D, now called DirectX Graphics. With DirectX, programmers are able to expose graphics to their Windows system and create real-time graphics applications. Beginning DirectX Graphics Programming covers everything that beginning game programmers are hungry to learn about 3D graphics programming using Microsoft's DirectX. You will learn how to use visual effects using multi-texturing bump mapping. Taking users from a history of DirectX Graphics and its functionalities to hardcore programming topics such as collision detection and physics modeling, the information contained in this book makes it a must-have tool for any serious game programmer's library.

Beginning Direct3D Game Programming, 2nd Edition Beginning Direct3D Game Programming, 2nd Edition
Beginning Direct3D Game Programming, 2nd Edition covers all of the elements that are necessary to create a Direct3D game for a PC. Readers will learn the essentials of Direct3D game programming, including basic algorithms, texture mapping basics, 3D math, lighting, use of depth buffers, and much more. This book will be based on Microsoft Direct X 9 and will assume readers can program in C with a little C++. The CD-ROM includes the DirectX9 SDK along with various tools readers will need!

Data Structures for Game Programmers Data Structures for Game Programmers
Game programmers, check out the only book on data structures written especially for you! Described in layman's terms, this book will explain all of the essential data structures that are used in video game programming. It will also go over some of the more advanced and specialized data structures, too. Data Structures for Game Programmers is written in C++, and any special skills required to understand the book will be explained within it. The CD will include source code of the book, compiled demo's of the source, graphical demo code, plus tools such as Visual C++ 5, SDL, STLPort, Paint Shop Pro, and an SDL Primer by Ernest Pazera.

Focus On 2D in Direct3D Focus On 2D in Direct3D
Focus on 2D in Direct3D teaches you all of the tools and tips you'll need to dive right in and begin creating your own games. If you have some knowledge of C or C++ and have been searching for a guide that will take your 2D programming into the third dimension, then search no more! In this book you'll learn the skills you'll need to move from the 2D AP1 to Direct3D. Written from the point of view of a 2D programmer, Focus on 2D in Direct3D presents the fundamentals of the Direct3D AP1 in an easy-to-use-and-understand format. Get ready to jump into the world of Direct3D!

Focus On 3D Models Focus On 3D Models
Mastery of 3D modeling is essential to game programmers because most games today store their characters and objects in some sort of 3D model format. This enables players to edit and add new 3D models for greater customization. Focus On 3D Models covers today's most popular 3D model formats. Readers at every programming level can take advantage of this 3D model and animation reference because it contains models that range from simple to complex based upon the skills and knowledge of the reader and their intended use. Beginners can experiment with the easy-to-use basic 3D model formats. Intermediate programmers can expand their 3D modeling skills by mastering other popular formats presented in this book.

Focus On 3D Terrain Programming Focus On 3D Terrain Programming
Focus on 3D Terrain Programming begins with background information about terrain: how the field began and, more importantly, where it’s going. 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. The CD contains code for all of the demos and programs throughout the book, a tutorial on texture generation, a demo version of Paint Shop Pro 7, extra demos from contributors, algorithm white papers, and much more!

Focus On Curves and Surfaces Focus On Curves and Surfaces
This is the only curves and surfaces book for beginners. It provides clear, practical explanations of curves and surfaces with the minimum of esoteric mathematical notation, making it far more accessible to readers. The structure of the book encourages readers to work along with the material for a better understanding of the concepts and to develop a working knowledge of practical applications. Focus On Curves and Surfaces splits the material into two sections. The first part walks readers through several forms of curves and surfaces explaining lines and functions of the equations. The next part moves from simple planes to complex surfaces and teaches readers how to render surfaces using smoothing and simplification.

Focus On SDL Focus On SDL
Focus On SDL is your key to writing programs faster and with greater ease. Execute the same applications as with DirectX, but with more versatility. SDL (Simple DirectMedia Layer) allows you to pack up your code and go! If you have a basic knowledge of C++, you’re ready to roll. Dive into advanced topics such as alpha blending and overlays, or intensify your game audio with the SDL_mixer add-on library. This book teaches you how to write the code and then distribute it to various platforms. From setting up your system to incorporating networking and user interface components, Focus On SDL gives you the tools you need in one comprehensive guide.

Game Design: The Art and Business of Creating Games Game Design: The Art and Business of Creating Games
Have you ever wondered how a game goes from being a concept to being an actual product? Do you want to know what steps you need to take get your game on the shelf next to Baldur's Gate(tm) II and MechWarrior(tm)4? Well, Game Design: The Art and Business of Creating Games will answer these questions and more! It will tell you how to make your dreams of designing a game into reality. Offering advice and insight on everything from how to get a foot in the door to what you do once inside, this is a true inside scoop on the industry. You'll find out how to license a game, settle contract issues, and demonstrate the game to prospective companies. This is a comprehensive resource for turning game design into a career.

Game Development Business and Legal Guide Game Development Business and Legal Guide
Think that you know all you need to know about creating and publishing a really great game? That may be true, but do you know everything that you need to know to legally protect yourself and your game? Game Development Business and Legal Guide gives you a comprehensive introduction to the legal issues that you will face as you make your way through the adventure of professional game development. From financing your game development venture to protecting your intellectual property, from negotiating contracts with publishers and employees to the landscape of licensing and distribution, Game Development Business and Legal Guide will familiarize you with crucial legal terms and concepts.

Game Programming All in One Game Programming All in One
When combined with Visual C++, Game Programming All in One provides everything you need to get started as a game developer. Divided into increasingly advanced sections, it covers the most important elements of game development. Less experienced developers can start with the basics of C++ programming and can test their skills by developing two simple text games. After that, you're ready to move on to Windows programming and the main components of DirectX: DirectX Graphics, DirectSound, and Directlnput. Enhance your game design skills as you build a game library that you will use throughout the remainder of the book. The final sections cover advanced programming topics including mathematics, physics, and artificial intelligence. Put your new skills to the test as you conclude by building a full game.

Game Programming Tricks of the Trade Game Programming Tricks of the Trade
Get on the inside track with Game Programming Tricks of the Trade! This book is a necessity for game programmers of all skill levels because it provides a single source of information that covers a broad range of topics. From mathematics and physics to Artificial Intelligence and multiplayer game programming you will be given a series of articles covering the topic, plus code examples. The CD includes trial versions of Paint Shop Pro 7, a compiler, a 3D modeling tool (i.e., Rhinoceros3D), Winzip8.0, 2D artwork and 3D models, sounds/music, Microsoft DirectX8 SDK, and FastGraph Light 6.0.

Game Scripting Mastery Game Scripting Mastery
As a game programmer, you realize the importance of creating stunningly realistic characters and captivating plots -- players should lose themselves in your game. You also understand the attraction of modding, and recognize the need to design a game that allows players to reshape it to fit their own vision. So how do you create a game that is all things to all people? Through scripting -- creating a custom-designed language. This comprehensive book contains everything you need to know in order to easily script and control your in-game entities and environments, as well as how to give players the ability to write mods and extensions. With a foreword by legendary game designer John Romero, Game Scripting Mastery is the serious game programmer's one-stop guide to scripting.

Isometric Game Programming with DirectX 7.0 Isometric Game Programming with DirectX 7.0
Isometric game programming is an alternative to 3D programming, which is much more math intensive. However, isometric games often can achieve the same level of graphical aesthetics as 3D games. Isometric game development is great for real-time strategy games similar to Sim City 3000, Caesars III, and Age of Empires. Isometric Game Programming with DirectX 7.0 is a comprehensive book that is ideal for any serious game developer as well as any of the 250,000 game hobbyists worldwide. Readers will find valuable information on how to create and develop games using hexagonal images. This book will be most useful to game developers who are not new to programming, but are possibly new to DirectX. Series editor André LaMothe has published numerous magazine articles and is an international best-selling author with over six game programming and 3D graphics titles to his credit. He has been active in the computing industry for more than twenty years, during which he created one of the world's first commercially available virtual reality games, CyberGate. André is also the founder and CEO of Xtreme Games LLC.

Java 2 Game Programming Java 2 Game Programming
Java 2 Game Programming gives game developers an inside look at how to use the object-oriented paradigm to create robust, powerful gaming applications more quickly and easily than ever before. This book includes a full Java primer and then moves on to cover creating 2D and 3D games. Readers will also gain an understanding of how to use Java to play sound, create server-client architectures, implement artificially intelligent game entities, and other advanced topics. The book culminates with a look at how to use Java classes and objects to create a full game development engine.

Linux Game Programming Linux Game Programming
Linux Game Programming offers Linux users the information they need to create a game using their OS of choice. This is the only book that addresses game development for the Linux community on the market today. Featuring an overview of the game development cycle, as well as information on using tools and libraries, developing graphics applications, and adding extras such as sound, this book provides clear, concise information on developing games for and with the Linux OS. Linux Game... read more

Mac Game Programming Mac Game Programming
Are you a Mac programmer looking for a game development book? Then look no further because Mac Game Programming is for you! This book is a comprehensive guide to programming games on the Mac OS X and Mac OS 8/9 platforms. It teaches the fundamentals of graphics and animation and then moves on to advanced topics like artificial intelligence, multi-platform networking, and physics modeling. It covers basic topics such as graphics, scrolling backgrounds, character animation, dirty rectangle animation, playing sounds, and reading user input from joysticks. The CD includes CodeWarrior Lite, game sprockets, Macsbug, ResEdit, Graphic Converter, Sound App, Spotlight demo, Sprite World, Sprite Animation Toolkit, Crystal Space, Quesa, shareware games, and commercial game demos.

Multiplayer Game Programming Multiplayer Game Programming
Multi-player games allow multiple people to play games together online. This book reveals techniques of online gaming technology and teaches the skills necessary to get involved in the industry. This book is for hobbyist programmers, software programmers, and the millions of video game players who want to learn about the technologies used in online video games.

OpenGL Game Programming OpenGL Game Programming
This book is a complete guide to game development using the OpenGI graphics API. Myriad examples are included to demonstrate various concepts such as: coloring, texture mapping, blending, lighting, coordinate transforms, 3D modeling, collison detection, and several other key concepts involved in game development.

Palm OS Game Programming Palm OS Game Programming
Introduces the basic structure of Palm OS programs and the image processing concepts necessary to develop games that run on handheld devices. Written for programmers familiar with C++, the book explains sprites, user input, tile-based games, the physics of motion, multiplayer games, and simulated intelligence. The CD-ROM contains PGL tools, the Palm OS 4.0 SDK, source code, and demonstration software. Annotation c. Book News, Inc., Portland, OR

Pocket PC Game Programming with CDROM Pocket PC Game Programming with CDROM
(Prima Tech) Offers game developers the information needed to develop the tools and the source code to create multiplayer games that can be played on wireless devices. The CD-ROM features pocket PC software, resources and downloadable programs, source code for the example projects in the text, and other utilities.

Programming Role Playing Games with DirectX Programming Role Playing Games with DirectX
Amazing graphics, kickin' tunes, and an awesome story--these are the makings of a great role playing game and now they're all covered in one book! Programing Role Playing Games with DirectX covers all aspects of creating role playing games--from storyline development to hard core programming techniques that bring landscapes, music, and graphics to life. It offers more technical information than some of the theory-based books on the market and gives you the information you need to know regarding character building--the main component of computer-based role playing games.

Real-Time Rendering Tricks and Techniques in DirectX Real-Time Rendering Tricks and Techniques in DirectX
The last several years have seen some exciting advances in the field of real-time graphics. If you're reading this book, then you've decided that you're ready to learn more about the developments in graphics programming. Starting slowly for beginning programmers, Real-Time Rendering Tricks and Techniques in DirectX begins by reviewing recent 3D graphics developments and with an introduction to vectors, matrices, colors, and lighting. Then it's on to rendering graphics! Learn various vertex and pixel shader techniques, discover how to use video as a texture, and get the scoop on several techniques for picking objects in a scene. Whatever your level of programming expertise, let this book serve as your guide to mastering the possibilities of real-time graphics programming.

Special Effects Game Programming with DirectX Special Effects Game Programming with DirectX
Ever look at a really cool effect in your favorite game and wonder, "How in the world did they do that?" This book teaches you the skills that you need to create effects that are just as awesome as the ones that first amazed you. New to DirectX? Don't worry! There are plenty of tips that will bring you up to speed quickly. Already an experienced programmer? Get ready to create some amazing effects that will get people hooked on your game! An entire section on 2D special effects shows you how to use your 3D card for effects like transitions and image warping. If it's 3D effects that you're after, this book has everything that you need to create cool effects like explosions, water, and magic spells. Special Effects Game Programming with DirectX is the next step in transforming your game from an application to an experience.

Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games
Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games takes the reader on a journey into the arcane world of game development, deciphering the mysteries of the role-playing audience, the history of RPGs, the technical definition of the genre, the roles of a game designer, the fundamentals of building good gameplay and interfaces, and last, but certainly not least, the art of professional worldbuilding. Featuring actual design document excerpts from the hit games Deus Ex, Fallout, Nox, and Stonekeep, it also presents in-depth interviews with top role-playing designers.

Visual Basic Game Programming with DirectX Visual Basic Game Programming with DirectX
Think Visual Basic is just too slow to write a decent game? Think again! Microsoft Visual Basic Game Programming with DirectX gives you all of the tricks and techniques that you need to create awesome games using Visual Basic. Offering equal parts theory and hands-on exercises, the chapters in this book begin with a discussion of completing a task using Visual Basic, and then move on to enhancing the code. The final section of the book is devoted to developing complete games, including a 3-D arcade game, a multiplayer space combat game, and more. Whether you are new to game programming or new to Visual Basic, this book gives you everything you need to create amazing games by combining the hidden power of Visual Basic with DirectX.

Windows and Linux Game Programming Integrating Sdl, Opengl, and Directx Windows and Linux Game Programming Integrating Sdl, Opengl, and Directx
Availability: This item has not yet been released.
Authors: Trent Polack, Sean Kent.
Series Editor: Andre LaMothe.

The Zen of Direct3D Game Programming The Zen of Direct3D Game Programming
DirectX is a constantly and rapidly evolving technology that requires users to update their skill set regularly. This book provides a good solid introduction to using DirectX Graphics and then takes readers to a very advanced level covering Immediate Mode in-depth. They will find information on how to program DirectX Graphics Immediate Mode and the structure of DirectX Graphics. There is also deep coverage of the ins and outs of DirectDraw, 3D fundamentals and mathematics, and advanced IM features such as texture mipmapping, rendering, simulating motion, and lighting effects.

Game Development Books / Charles River Media: Game Development Series

3D Game Programming With Directx 8.0 3D Game Programming With Directx 8.0
Using DirectX 8.0, this book and CD-ROM covers every aspect of a game project cycleincluding developing music, sound effects, 2D and 3D graphics, and the programming of a first person shooter game. Written for beginner to intermediate level programmers and/or designers, this invaluable resource provides models, complete source code, and all the tools needed to create a complete game. The program used throughout is DirectX 8.0, an engine that can be used by Visual Basic developers and still maintain excellent frame rates. The book explores the creation of graphics and provides the skills and software needed to complete a project, so it is a "must-have" for anyone with the desire to design 2D or 3D games with DirectX 8.0.

Animating Real-Time Game Characters Animating Real-Time Game Characters
This book explores the process of animating game characters in real-time, to make them fast, effective, and full of life! Using the tools of 3ds max "TM" and character studio "RM," users learn everything for designing, modeling, texturing, rigging, and keyframing, plus motion capture and sound issues are covered in detail.

Applied Physics for Game Programmers: Creating Real-Time Simulations Applied Physics for Game Programmers: Creating Real-Time Simulations
Applied Physics for Game Programmers focuses on adding realistic physics to simulation games, and gives programmers an edge by teaching them how to create elegantly-coded and truly interactive games that feel "real" to the player. Rather than explain physics concepts in a vacuum, physics and its terminology are explained using examples from everyday life, making complex theory accessible to anyone. Additionally, all of the commercial quality, ready to implement source code is included, with detailed descriptions on how the code is constructed and organized, and how it functions.

C++ for Game Programmers C++ for Game Programmers
Programmers know there's a big difference between learning C++ and learning how to use it effectively for game development. C++ for Game Programmers goes beyond just teaching C++, by concentrating on how to maximize the language's power for game development. All aspects of game programming are covered, including graphics, physics, and AI. Specific new technologies such as STL are also covered in detail, along with console specific challenges. This is a must-have reference for game programmers, as well as those wanting to go into the field. In addition, graphics, embedded systems, and real-time systems programmers will benefit from the ideas and techniques covered.

Game Design Perspectives Game Design Perspectives
Interactive Game Design is a new field, and as such its boundaries have yet to be explored. Even within the industry, game designers are treated with a mix of awe and fear, because design is not as predictable as artwork production, or as tangible as programming. And, more important, it lacks formal documented procedures for predictable and repeated success. This unique compilation of design articles provides designers with insight into how their colleagues approach game design, where they have stumbled, and how they have succeeded.

The Indie Game Development Survival Guide The Indie Game Development Survival Guide
The games industry has exploded into a multibillion industry with blockbuster games that sell millions of copies. This phenomenal success has established a huge market and created the opportunity for independent developers to create and sell their own games. Do you have an innovative game idea you’d like to develop for this market, but aren’t sure how to get started? If so, The Indie Game Development Survival Guide will show you how.

Massively Multiplayer Game Development Massively Multiplayer Game Development
Massively Multiplayer (MMP) game development is one of the fastest growing areas in the game market. With the first MMP releases, the genre took off with amazing speed, and as its popularity continues to soar, so do the many challengesinternationalization, customer support, hacking, and technological advancements. To keep up with these challenges, developers need to implement the best tools and techniques available. Massively Multiplayer Game Development provides these solutions.

Real-Time 3D Terrain Engines Using C++ and DirectX 9 Real-Time 3D Terrain Engines Using C++ and DirectX 9
Focus on 3D Terrain Programming begins with background information about terrain: how the field began and, more importantly, where it’s going. 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. The CD contains code for all of the demos and programs throughout the book, a tutorial on texture generation, a demo version of Paint Shop Pro 7, extra demos from contributors, algorithm white papers, and much more!

Secrets of the Game Business Secrets of the Game Business
Written for anyone interested in learning about how the game business works, this book provides insights from industry pros into the ins and outs of the game business. A diverse group of experienced professionals has joined together to share their wisdom and experiences to help others maximize the game business. All business aspects of game development and publishing are covered, including game publishing, financing a project, managing development operations, retaining employees, and getting a game to market. Many of the articles include case studies and interviews, providing readers with real world examples that illustrate how companies and individuals have succeeded and failed in the business. This practical guide is a must-have resource for anyone interested in starting a game business or improving an existing one.

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