The closest thing to a printed game developer encyclopedia you will ever find.
For amateur game developers (and sometimes professionals) game developing is about designing a game in paper, figuring out how to put that in common algorithms and methods so you can program it, and then realising you have no idea where to start, how to solve a specific problem and much less how to put it all together. Many amateurs (sometimes professionals) find themselves so stuck they drop the project altogether, or waste months and months resourcing, theres is where this book springs into action.
The introduction of this book says it all, "Everyday we deal with problems that seem unsolvable and a deadline (thats the fun of game progrmming!) and then have to scan the web in search of a possible solution, but wouldnt it be great if we have a book we could search for the answers first?" that is the pure function of this book and it does it great.
Game programming gems is the closest thing to a troubleshooter book encyclopedia in game developing you may find, it covers almost any topic you may encounter problematic in game programming: fast math, network coding, resources, fast saves, AI, 3d pipelines, resource management, optimizations, bones, model skinning, camera control, pixel special effects and even coding styles, organization, design patterns and fast programming techniques are covered.
Many have said that this book is a "bunch of articles together" they might be, but they are so well sawn together, sometimes you will even miss when you change fron an author to another, even the writing style of some "fit" together and the subjects are divided in large chapters along the book covering *Math, *Coding, *Pixel effects, *AI, polygons , so you wont get lost easily.
Besides , If this articles are found in "any" place in the web, I have yet to found them, true some of they are, but I really dont think ALL of them are. And believe me without reading this, you are missing some very valuable info.
Amateurs might have the idea this book will teach them opengl, C or C++ and all the math involved in game programming, sorry but it wont, is not supposed to, the math level it uses (although not as advanced as other books) pressume you have knowledge of some vector math, matrices and a bit of calculus. Programming as well starts using templates and classes as soon as you get to the second article (not very newbie friendly). I recommend you read NEHE great opengl tutorials and some 3d math primer (and just a tad of calculus) before yo get here and you will be just fine with this reading.
However the book is not without its faults. Some important subjects like network coding are barely touched, other substantial knowledge like vector algebra, bezier and splines curves are not fully covered or barely mentioned and techniques that are extremely important in todays game programming like Roaming, bsp trees, portals, Hardware T&L and such are just not here.(guess we will have to look them up in the net, or wait for the next book.)
Another fault I found is web support, there is.. well.. none, The webpage the book suggest is "a place with lots of game programming info where blah, blah, blah" is basically a (not very good) ad page.. disapointing to say the least.
http://www.gameprogramminggems.com
On the other hand, the bundled CD has examples and source code from most (I think theres only 1 article without source code) of the articles in the book. It doesnt have eye popping demos but it has what you need to get your eye popping games started. (now thats a good philosophy!)
The book still does what it promises to do, it gives you a place to search for answers before anything else and most of the time finding them, and in an easy to read, fun and very practical
way, Just what I've been looking for!
Overall a great book! (with some minor faults fixable by reading any dev site gamedev perhaps? =) )
Now go and get it!
|