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	<title>General Programming - Books</title>
	<link>http://www.gamedev.net/page/books/index.html/_/technical/general-programming/</link>
	<pubDate>Sat, 25 Feb 2012 23:12:15 +0000</pubDate>
	<ttl>43200</ttl>
	<description>Programming topics not strictly related to gaming but at the same time still useful in gaming</description>
	<item>
		<title><![CDATA[Adobe Flash 11 Stage3D (Molehill) Game Programming Beginner's Guide]]></title>
		<link>http://www.gamedev.net/page/books/index.html/_/technical/general-programming/adobe-flash-11-stage3d-molehill-game-programming-beginners-guide-r1456</link>
		<description><![CDATA[Adobe’s Stage3D (Molehill) is a set of 3D APIs that has brought 3D to the Flash platform. Being a completely new technology, there were almost no resources to get you acquainted with this revolutionary platform, until now.<br />
<br />
This book will show you how to make your very own next-gen 3D games in Flash. If you have ever dreamed of writing your own console-style 3d game in Flash, get ready to be blown away by the hardware accelerated power of Stage3D. This book will lead you step-by-step through the process of programming a 3D game in Actionscript 3 using this exciting new technology. Filled with examples, pictures and source code, this is a practical and fun-to-read guide that will benefit both 3D programming beginners and expert game developers alike.<br />
<br />
Starting with simple tasks like setting up Flash to render a simple 3d shape, each chapter presents a deeper and more complete videogame as an example project. Right from a simple tech demo, your game will grow to become a finished product - your very own playable 3d game filled with animation, special effects, sounds, and tons of action. The goal of this book is to teach you how to program a complete game in Molehill that has a beginning, middle, and game over.<br />
<br />
As you progress further into your epic quest, you will learn all sorts of useful tricks such as ways to create eye-catching special effects using textures, special blend modes for transparent particle systems, fantastic vertex and fragment programs that are used to craft beautiful shaders and much more. You will learn how to upload the geometry of your 3D models to video RAM for ultra-fast rendering. You will dive into the magical art of AGAL shader programming. You will learn optimization tricks to achieve blazingly fast frame rate even at full screen resolutions. With each chapter, you will “level up” your game programming skills, earning the title of Molehill Master – you will be able to honestly call yourself a 3D game programmer.<br />
<br />
This book is written for beginners by a veteran game developer. It will become your trusty companion filled with the knowledge you need to make your very own 3D games in Flash.]]></description>
		<pubDate>Wed, 22 Feb 2012 19:40:47 +0000</pubDate>
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		<title>CoffeeScript: Accelerated JavaScript Development</title>
		<link>http://www.gamedev.net/page/books/index.html/_/technical/general-programming/coffeescript-accelerated-javascript-development-r1416</link>
		<description><![CDATA[<span style='color: #444444'>CoffeeScript is JavaScript done right. It provides all of JavaScript’s functionality wrapped in a cleaner, more succinct syntax. In the first book on this exciting new language, CoffeeScript guru Trevor Burnham shows you how to hold onto all the power and flexibility of JavaScript while writing clearer, cleaner, and safer code.<br />
<br />
</span>]]></description>
		<pubDate>Sat, 01 Oct 2011 16:43:52 +0000</pubDate>
		<guid isPermaLink="false">d80c2e64d4eaec667e3a3e05d935fe8c</guid>
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		<title>Beginning C++ Through Game Programming</title>
		<link>http://www.gamedev.net/page/books/index.html/_/technical/general-programming/beginning-c-through-game-programming-r1400</link>
		<description><![CDATA[<span style='color: #362B36'><span style='font-family: Arial, Helvetica, sans-serif'><span style='font-size: 10px;'>BEGINNING C++ THROUGH GAME PROGRAMMING, THIRD EDITION approaches learning C++ from the unique and fun perspective of games. Written for the beginning game developer or programmer, the book assumes no previous programming experience and each new skill and concept is taught using simple language and step-by-step instructions. Readers will complete small projects in each chapter to reinforce what they've learned and a final project at the end combines all of the major topics covered in the book. Featuring twenty five percent new material, this third edition covers all the latest technology and advances.</span></span></span>]]></description>
		<pubDate>Wed, 22 Jun 2011 01:32:44 +0000</pubDate>
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		<title>C# Game Programming: For Serious Game Creation</title>
		<link>http://www.gamedev.net/page/books/index.html/_/technical/general-programming/c-game-programming-for-serious-game-creation-r1392</link>
		<description><![CDATA[<span style='color: #494949'><span style='font-family: Arial, Helvetica, sans-serif'><span style='font-size: 10px;'>Even experienced game development students sometimes have a hard time making their vision for a great game a reality. The number of available programming languages, libraries, and production methods can make the development process overwhelming and result in complicated, unreliable game code. C# Game Programming: For Serious Game Creation shows student game programmers how to write simple, clean, and reliable code step-by-step through the creation of a basic game. The game is built using C#, a high-level programming language, and OpenGL, an industry favorite for graphics display. Students will get an overview of the methods and libraries used to build good games, learn how to use those libraries and create your own, and finally build your own scrolling shooter game. They'll even find tips and information on how to develop your own game ideas and you'll have an excellent code base to work with. C# Game Programming: For Serious Game Creation provides students with all the information they need to take their game ideas from concept to completion.</span></span></span>]]></description>
		<pubDate>Thu, 14 Apr 2011 14:36:54 +0000</pubDate>
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		<title>Beginning Java SE 6 Game Programming</title>
		<link>http://www.gamedev.net/page/books/index.html/_/technical/general-programming/beginning-java-se-6-game-programming-r1386</link>
		<description><![CDATA[<span style='font-family: arial, sans-serif'><span style='font-size: 10px;'><em class='bbc'><span style='color: black'><span style='font-size: 10px;'>Beginning Java SE 6 Game Programming,</span></span></em><span style='font-size: 10px;'> Third Edition, is a hands-on guide that is perfect for beginner-level game programmers who want to quickly and easily learn how to create games using the latest version of the Java SDK, Java 6. Written in simple language, the book teaches each new skill using engaging tutorials, followed by end-of-chapter questions and exercises to help reinforce what you've just learned.</span></span></span>]]></description>
		<pubDate>Mon, 31 Jan 2011 15:43:46 +0000</pubDate>
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		<title>Visual Basic Game Programming for Teens (For Teens (Course Technology))</title>
		<link>http://www.gamedev.net/page/books/index.html/_/technical/general-programming/visual-basic-game-programming-for-teens-for-teens-course-technology-r1383</link>
		<description><![CDATA[<span style='font-family: arial, sans-serif'><span style='font-size: 10px;'><em class='bbc'><span style='color: black'><span style='font-size: 10px;'>Visual Basic Game Programming for Teens,</span></span></em><span style='font-size: 10px;'> Third Edition teaches teens and other beginners how to create their own 2D role-playing game (RPG) using the free-to-download and easy-to-use Visual Basic 2008 Express. You will learn step-by-step how to construct each part of the game engine using Windows Forms and GDI+, including a tiled scroller, game editors, and scripting.</span></span></span>]]></description>
		<pubDate>Mon, 31 Jan 2011 15:40:39 +0000</pubDate>
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		<title>Learn to Tango with D</title>
		<link>http://www.gamedev.net/page/books/index.html/_/technical/general-programming/learn-to-tango-with-d-r700</link>
		<description><![CDATA[In recent years, much work has been put into creating programming languages that embody a blend of many of the most admired characteristics of their predecessors. One such language is D, which provides developers with the speed of languages such as C and C++ combined with the power and flexibility of languages such as Ruby and Python.

<p>Learn to Tango with D introduces you to the powerful D language, with special attention given to the Tango software library. A concise yet thorough overview of the languages syntax and features is presented, followed by an introduction to Tango, the popular generalpurpose library youll find invaluable when building your D applications.

<p>Authored by prominent D developers Kris Bell, Lars Ivar Igesund, Sean Kelly, and Michael Parker, this book supplies not only the knowledge required to begin building your own D applications, but also the insight these authors have acquired due to their extensive experience working with and participating in the development of the D language.]]></description>
		<pubDate>Mon, 07 Jan 2008 00:00:00 +0000</pubDate>
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		<title>Java ME Game Programming</title>
		<link>http://www.gamedev.net/page/books/index.html/_/technical/general-programming/java-me-game-programming-r640</link>
		<description><![CDATA[Get ready to create your own J2ME game! This updated edition to the popular J2ME Game Programming provides updated sofware coverage as well as updates to the programming approaches specific to Java ME software. It also covers the recent innovations in mobile games with relations to iPods and cell phones. You will learn the essentials of J2ME game development from the ground up. Throughout the book you will discover the issues involved in developing for multiple target devices and how to work through the jungle of device-specific libraries and device capabilities. Working on a limited platform it is important to squeeze as much as you can out of those precious bytes, so in this book you will find the tools and source code you need to get the most out of the constrained resources. You will also learn how to structure your code and classes to achieve as small an application footprint as possible. As you work toward developing your own J2ME game, you'll examine the game lifecycle, how to handle resources, various methods of drawing to the screen, optimizing memory usage, handling the users input, and even sharing high-scores online! Previous experience in programming object-oriented languages and a basic level of math skills is recommended.]]></description>
		<pubDate>Thu, 28 Jun 2007 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">4f11b55f57612f06fe9638b99f6c66e6</guid>
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		<title>Beginning C++ Through Game Programming, Second Edition</title>
		<link>http://www.gamedev.net/page/books/index.html/_/technical/general-programming/beginning-c-through-game-programming-second-edition-r615</link>
		<description>What is it that sets games apart from other forms of entertainment, keeping players coming back for more? Interactivity. The ability to control the outcome. Programming is an integral part of that interactivity, and C++ is a vital skill in programming for games. Beginning C++ through Game Programming, Second Edition will provide you with the core skills you need to begin programming with C++ specifically as it relates to games. Youll reinforce each new skill by creating small games along the way, and youll put these skills to the test with one ambitious game project at the end. By the time you finish, youll have a solid foundation in the programming language of the professionals!</description>
		<pubDate>Thu, 21 Dec 2006 00:00:00 +0000</pubDate>
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		<title><![CDATA[C++ Cookbook (Cookbooks (O'Reilly))]]></title>
		<link>http://www.gamedev.net/page/books/index.html/_/technical/general-programming/c-cookbook-cookbooks-oreilly-r576</link>
		<description><![CDATA[Despite its highly adaptable and flexible nature, C++ is also one of the more complex programming languages to learn. Once mastered, however, it can help you organize and process information with amazing efficiency and quickness.
<br><br>The C++ Cookbook will make your path to mastery much shorter. This practical, problem-solving guide is ideal if you're an engineer, programmer, or researcher writing an application for one of the legions of platforms on which C++ runs. The algorithms provided in C++ Cookbook will jump-start your development by giving you some basic building blocks that you don't have to develop on your own.
<br><br>Less a tutorial than a problem-solver, the book addresses many of the most common problems you're likely encounter--whether you've been programming in C++ for years or you're relatively new to the language. Here are just some of the time-consuming tasks this book contains practical solutions for:
<ul>
  <li>Reading the contents of a directory
  <li>Creating a singleton class
  <li>Date and time parsing/arithmetic
  <li>String and text manipulation
  <li>Working with files
  <li>Parsing XML
  <li>Using the standard containers 
</ul>
Typical of O'Reilly's "Cookbook" series, C++ Cookbook is written in a straightforward format, featuring recipes that contain problem statements and code solutions, and apply not to hypothetical situations, but those that you're likely to encounter. A detailed explanation then follows each recipe in order to show you how and why the solution works. This question-solution-discussion format is a proven teaching method, as any fan of the "Cookbook" series can attest to. This book will move quickly to the top of your list of essential C++ references.]]></description>
		<pubDate>Tue, 08 Nov 2005 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">3f647cadf56541fb9513cb63ec370187</guid>
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		<title>Effective C++: 55 Specific Ways to Improve Your Programs and Designs (3rd Edition)</title>
		<link>http://www.gamedev.net/page/books/index.html/_/technical/general-programming/effective-c-55-specific-ways-to-improve-your-programs-and-designs-3rd-edition-r63</link>
		<description>55 specific ways to improve your programs and designs. Includes expert guidance on object-oriented design, class design, and the proper use of inheritance; an examination of the standard C++ library, discussion of late-breaking language features like in-class initializations, namespaces and member templates.</description>
		<pubDate>Thu, 12 May 2005 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">00411460f7c92d2124a67ea0f4cb5f85</guid>
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		<title>Visual Basic Game Programming for Teens</title>
		<link>http://www.gamedev.net/page/books/index.html/_/technical/general-programming/visual-basic-game-programming-for-teens-r523</link>
		<description>Get ready to create your first complete 2D-based role-playing game using Visual Basic 6.0. If you have experience using Visual Basic, you already have the essential skills that you need. You will learn, step by step, how to construct each part of an RPG game using DirectX components such as Direct3D. As you work your way through the book, you will write short programs that demonstrate the major topics in each chapter. Dive into the exciting world of game programming, learn how to write your own code, and take complete creative control over how your game operates. Let your imagination loose as you create amazing new adventures!</description>
		<pubDate>Tue, 21 Dec 2004 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">939314105ce8701e67489642ef4d49e8</guid>
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		<title>Integrating Agile Development in the Real World (Programming Series) (Charles River Media Programming)</title>
		<link>http://www.gamedev.net/page/books/index.html/_/technical/general-programming/integrating-agile-development-in-the-real-world-programming-series-charles-river-media-programming-r495</link>
		<description><![CDATA[Have your software projects been suffering from the age-old development problems of slipped schedules and ballooning budgets? Has your development organization experienced a variety of failed and canceled projects? If so, you may benefit from infusing some agility into your development process. Agile development breaks with a 40-year tradition of applying ever more structure and formalization to the design and development of software by advocating a return to the basic principles of satisfied customers, working software, and the willingness to accept and respond to change. As the popularity of agile development has grown, IT professionals have begun to struggle with ways to integrate agile practices and processes into traditional project environments. Integrating Agile Development in the Real World provides programmers and managers with specific and implementable ways to use agile processes in everyday software development projects. Whether read cover-to-cover,! or used as a field guide during an agile transition, this book provides valuable insight into how agile practices and processes may be applied in almost any environment. Everything from how to deliver a working system sooner, acknowledge and respond to change, better meet the needs of the project&#65533;fs customer, to increasing software quality, and fostering a more communicative and collaborative team culture are thoroughly covered.

<p>KEY FEATURES
<ul>
  <li>Explore topics like refractoring, blitz planning, scrum meetings, and side-by-side programming that can be applied immediately rather than theory or idealized applications of agile development
  <li>Find dozens of tips and techniques to help foster more communication and collaboration within teams, and between teams and customers, users, stakeholders, and management
  <li>Learn to initiate, plan, execute, track, and report status on an agile project 
</ul>]]></description>
		<pubDate>Thu, 02 Dec 2004 00:00:00 +0000</pubDate>
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		<title>Linux Cookbook</title>
		<link>http://www.gamedev.net/page/books/index.html/_/technical/general-programming/linux-cookbook-r541</link>
		<description><![CDATA[This unique and valuable collection of tips, tools, and scripts provides clear, concise, hands-on solutions that can be applied to the challenges facing anyone running a network of Linux servers from small networks to large data centers in the practical and popular problem-solution-discussion O'Reilly cookbook format. The Linux Cookbook covers everything you'd expect: backups, new users, and the like. But it also covers the non-obvious information that is often ignored in other books the time-sinks and headaches that are a real part of an administrator's job, such as: dealing with odd kinds of devices that Linux historically hasn't supported well, building multi-boot systems, and handling things like video and audio. The knowledge needed to install, deploy, and maintain Linux is not easily found, and no Linux distribution gets it just right. Scattered information can be found in a pile of man pages, texinfo files, and source code comments, but the best source of information is the experts themselves who built up a working knowledge of managing Linux systems. This cookbook's proven techniques distill years of hard-won experience into practical cut-and-paste solutions to everyday Linux dilemmas. Use just one recipe from this varied collection of real-world solutions, and the hours of tedious trial-and-error saved will more than pay for the cost of the book. But those who prefer to learn hands-on will find that this cookbook not only solves immediate problems quickly, it also cuts right to the chase pointing out potential pitfalls and illustrating tested practices that can be applied to a myriad of other situations. Whether you're responsible for a small Linux system, a huge corporate system, or a mixed Linux/Windows/MacOS network, you'll find valuable, to-the-point, practical recipes for dealing with Linux systems everyday. The Linux Cookbook is more than a time-saver; it's a sanity saver.]]></description>
		<pubDate>Mon, 01 Nov 2004 00:00:00 +0000</pubDate>
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		<title>C++ Coding Standards: 101 Rules, Guidelines, and Best Practices</title>
		<link>http://www.gamedev.net/page/books/index.html/_/technical/general-programming/c-coding-standards-101-rules-guidelines-and-best-practices-r504</link>
		<description><![CDATA[Consistent, high-quality coding standards improve software quality, reduce time-to-market, promote teamwork, eliminate time wasted on inconsequential matters, and simplify maintenance. Now, two of the world's most respected C++ experts distill the rich collective experience of the global C++ community into a set of coding standards that every developer and development team can understand and use as a basis for their own coding standards.
<p>The authors cover virtually every facet of C++ programming: design and coding style, functions, operators, class design, inheritance, construction/destruction, copying, assignment, namespaces, modules, templates, genericity, exceptions, STL containers and algorithms, and more. Each standard is described concisely, with practical examples. From type definition to error handling, this book presents C++ best practices, including some that have only recently been identified and standardized-techniques you may not know even if you've used C++ for years. Along the way, you'll find answers to questions like
<ul>
  <li>What's worth standardizing--and what isn't? 
  <li>What are the best ways to code for scalability?
  <li>What are the elements of a rational error handling policy? 
  <li>How (and why) do you avoid unnecessary initialization, cyclic, and definitional dependencies?
  <li>When (and how) should you use static and dynamic polymorphism together?
  <li>How do you practice "safe" overriding?
  <li>When should you provide a no-fail swap? 
  <li>Why and how should you prevent exceptions from propagating across module boundaries?
  <li>Why shouldn't you write namespace declarations or directives in a header file?
  <li>Why should you use STL vector and string instead of arrays?
  <li>How do you choose the right STL search or sort algorithm?
  <li>What rules should you follow to ensure type-safe code?
</ul>
<p>Whether you're working alone or with others, C++ Coding Standards will help you write cleaner code--and write it faster, with fewer hassles and less frustration.]]></description>
		<pubDate>Mon, 25 Oct 2004 00:00:00 +0000</pubDate>
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		<title>Imperfect C++: Practical Solutions for Real-Life Programming</title>
		<link>http://www.gamedev.net/page/books/index.html/_/technical/general-programming/imperfect-c-practical-solutions-for-real-life-programming-r448</link>
		<description><![CDATA[C++, although a marvelous language, isn't perfect. Matthew Wilson has been working with it for over a decade, and during that time he has found inherent limitations that require skillful workarounds. In this book, he doesn't just tell you what's wrong with C++, but offers practical techniques and tools for writing code that's more robust, flexible, efficient, and maintainable. He shows you how to tame C++'s complexity, cut through its vast array of paradigms, take back control over your codeand get far better results.
<br><br>If you're a long-time C++ developer, this book will help you see your programming challenges in new waysand illuminate powerful techniques you may never have tried. If you're newer to C++, you'll learn principles that will make you more effective in all of your projects. Along the way, you'll learn how to:
<ul>
  <li>Overcome deficiencies in C++'s type system
  <li>Enforce software design through constraints, contracts, and assertions
  <li>Handle behavior ignored by the standard including issues related to dynamic libraries, static objects, and threading
  <li>Achieve binary compatibility between dynamically loading components
  <li>Understand the costs and disadvantages of implicit conversionsand the alternatives
  <li>Increase compatibility with diverse compilers, libraries, and operating environments
  <li>Help your compiler detect more errors and work more effectively
  <li>Understand the aspects of style that impact reliability
  <li>Apply the Resource Acquisition Is Initialization mechanism to a wide variety of problem domains
  <li>Manage the sometimes arcane relationship between arrays and pointers
  <li>Use template programming to improve flexibility and robustness
</ul>
<br><br>Extend C++: including fast string concatenation, a true NULL-pointer, flexible memory buffers, Properties, multidimensional arrays, and Ranges
<br><br>The CD-ROM contains a valuable variety of C++ compilers, libraries, test programs, tools, and utilities, as well as the author's related journal articles. New and updated imperfections, along with software libraries and example code are available online at
<a href="http://imperfectcplusplus.com">http://imperfectcplusplus.com</a>.]]></description>
		<pubDate>Sun, 24 Oct 2004 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">c5bbd980e5ab2c17413ec02bd757a9e5</guid>
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		<title><![CDATA[C++ Without Fear: A Beginner's Guide That Makes You Feel Smart]]></title>
		<link>http://www.gamedev.net/page/books/index.html/_/technical/general-programming/c-without-fear-a-beginners-guide-that-makes-you-feel-smart-r445</link>
		<description><![CDATA[If you've always wanted to learn how to program a computer, or to learn the popular C++ programming language, here's the perfect book and CD to get you started. You'll find everything you need patiently explained and clearly illustrated, from general programming concepts and techniques to the particulars of the C++ language. In no time, you'll be writing your own programs!
<br><br>Yes, programming can be a complex task, and C++ is a language often used by professionals. In fact, many of the coolest games , graphics, and Internet applications are created with C++. But the language, like the monster on the cover, need not be all that fearsome. Broken down to its essentials, and enhanced by simple examples and practical exercises, you'll be amazed at the quick progress you can make.
<br><br>With C++ Without Fear, you will
<br><br>* Learn the basics of C++ programming
<br>* Get started writing your own programs
<br>* See how and why each piece of a program does what it does
<br>* Create useful and reusable program code
<br>* Understand object-oriented programming--for once explained in simple, down-to-earth terms
<br><br>Whether you wish to learn C++ programming for pleasure--and you'll discover here how much fun it can be--or might be considering a career in programming, this book is an intelligent first step.
<br><br>The accompanying CD-ROM contains a free C++ compiler for writing and running C++ programs, which will let you get started right away. It also includes all the examples and answers to all the exercises in the book. The CD-ROM will run on any PC running MS-DOS or Windows.]]></description>
		<pubDate>Tue, 14 Sep 2004 00:00:00 +0000</pubDate>
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		<title>Joel on Software: And on Diverse and Occasionally Related Matters That Will Prove of Interest to Software Developers, Designers, and Managers, and to Those Who, Whether by Good Fortune or Ill Luck, Work with Them in Some Capacity</title>
		<link>http://www.gamedev.net/page/books/index.html/_/technical/general-programming/joel-on-software-and-on-diverse-and-occasionally-related-matters-that-will-prove-of-interest-to-software-developers-designers-and-managers-and-to-those-who-whether-by-good-fortune-or-ill-luck-work-with-them-in-some-capacity-r426</link>
		<description><![CDATA[This is a selection of essays from the author's Web site, Joel on Software. 
Joel Spolsky started this web log in March 2000 in order to offer his insights, based on years of experience, on how to improve the world of programming. His extraordinary writing skills, technical knowledge, and caustic wit have made him a programming guru. This log has become infamous among the programming world, and is linked to more than 600 other websites and translated into 30+ languages! 
<br><br>Joel on Software covers every imaginable aspect of software programming, from the best way to write code to the best way to design an office in which to write code. All programmers, anyone interested in furthering their knowledge of programmers, or anyone trying to manage a programmer can relate to Joel's musings.]]></description>
		<pubDate>Mon, 02 Aug 2004 00:00:00 +0000</pubDate>
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		<title>Programming from the Ground Up</title>
		<link>http://www.gamedev.net/page/books/index.html/_/technical/general-programming/programming-from-the-ground-up-r469</link>
		<description>Programming from the Ground Up is an introduction to programming using assembly language on the Linux platform for x86 machines. It is a great book for novices who are just learning to program as well as for intermediates who have never learned or mastered assembly language programming. It covers many topics skipped by other similar books, including memory management, debugging, interfacing with C, dynamic libraries, and even a bit on GUI programming.</description>
		<pubDate>Thu, 01 Jul 2004 00:00:00 +0000</pubDate>
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	</item>
	<item>
		<title>Advanced Java Game Programming</title>
		<link>http://www.gamedev.net/page/books/index.html/_/technical/general-programming/advanced-java-game-programming-r377</link>
		<description><![CDATA[Create desktop and Internet computer games using the latest Java programming language techniques! Other Java game programming books focus on introductory Java material, whereas this book covers game programming for experienced Java developers.

<p>Create these types of games with the accompanying code:
<li>Pure portable Java 1.4
<li>High performance Swing-based sprite animation
<li>Browser-based applets
<li>Desktop applications with web-based installation (Java Web Start)
<li>Single or multiplayer Internet]]></description>
		<pubDate>Thu, 01 Apr 2004 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">a9b4ec2eb4ab7b1b9c3392bb5388119d</guid>
	</item>
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