Hot answers tagged books
Game Design The Art of Computer Game Design by Chris Crawford (1984) [PDF] Balance of Power by Chris Crawford (1986) [TXT] The Complete Wargames Handbook (Second Edition) by James F. Dunnigan (1997) [HTML] Programming GPU Gems (2004), GPU Gems 2 (2005), GPU Gems 3 (2007) [HTML] The Cg Tutorial by Randima Fernando and Mark J. Kilgard (2003) [HTML] ...
Android might not be the best choice for starting game development because you would be learning several different things at the same time (Android SDK, making games, optimization, different phone models, etc.). Consider making some simple Java games on your computer to get familiar with making games in general; this tutorial looks like a good place to ...
Game Engine Architecture by Jason Gregory is a good book in this topic. You can read it in Google Books before buying it.
In addition to the article linked in other answers, I can tell a bit about the experience of the Arianne Project. How to keep things synchronized? We have build framework „Marauroa“ around the concept of actions and perceptions: Actions are sent from the client to the server carrying user input like (walk left, attack monsters #47, say 'hello'). And ...
There are lots of results at Stack Overflow for android game. Lucky for you, I went through all of them and picked out the relevant ones to your question. "Where to start game programming for Android" "How did you get started with game development in Android" "Tutorials and libraries for OpenGL-ES games on Android" "android opengl game" "Is there any ...
Game development is like structural engineering There are minimum requirements for functionality. The minimum requirements are not exceptionally challenging and many people can learn how to fulfill them. That's the function part. It's the small part. This is where the decisions of what language to use, platform to develop on, or what libraries to utilize ...
Game Programming Gems, all of them. Even just reading them will give you a lot of ideas and insights in different approaches that will spark your thought processes and will give you a nice interdisciplinary toolbag. Also, lots of references to other interesting works.
Game Engine Architecture by Jason Gregory Touches on most areas involved in game development. Because of the number of subjects covered the book doesn't go into depth in any specific area but gives a broader view. I recommend anyone interested in game development read this book. Real-time Rendering If your interests lie in 3D rendering; this is the ...
My book, Game Programming Patterns, is incomplete and on hiatus, but what I have is freely available online. You may get some use out of it.
Yes, not having someone that have been there before to say to you what to do, how to fix, etc etc may be the worst thing you'll pass. But no fears! You still can read LOTS of blogs of people that have been there, they share their experiences in the industry, how they got into the success, how a previous game failed and why, etc etc. Good examples are: ...
http://gafferongames.com/networking-for-game-programmers/ Is a great set of articles on various problems and solutions dealing with game networking.
The first tip you'll get is this - don't. Modern compilers are actually really really good at optimizing code, and will be much more likely to do a better job of it than any self-rolled assembly language you may write. The exception would be any specific case where you have determined for certain that the compiler is doing a bad job of optimizing, so ...
Mathematics and Physics for Programmers I see no one talked about this one, wich I think is a must-must for any game programmers. A lot of good stuff about mathematics used in video games like trigonometry, vectors, ballistic and collisions and some more complex motion laws. It's a must have in your bookshelf ! And I almost forget... "Clean Code" and ...
I'll be the one going against the grain here and say, it is never too early to learn about optimizations, especially assembly optimizations and more importantly, debugging in assembly. I believe that you will gain the maximum benefit of it if you are a student (because then you have very little to lose [i.e. time/money wise]) and everything to gain. If you ...
The Art of Game Design: A book of lenses A Theory of Fun for Game Design
If you're already familiar with Android and doing basic UI applications with it, then you'll want to take a look at this multi-part tutorial that explains drawing graphics to an Android screen.
Even though they don't come with "educational engines", you might want to have a look at these two excellent blogs. They are written by industry professionals who more or less build engines for a living and they tend to focus on the plumbing in between systems a lot. Molecular Musings - Stefan Reinalter on game engine design - some example posts: Wiring ...
First of all, your hard data and facts. All the game programming gems sold fairly well, each ranking around the 200k mark on Amazon bestsellers list. Gems1: 198,126 Gems2: 209,933 Gems6: 200,574 Gems8: 202,163 So based on that data I wouldn't say lack of sales is a good reason to stop. But what about the content. "Game Programming Gems" was like a ...
These are by no means "exhaustive" for games, but they're good books for computer graphics in particular, so here's a start. Fundamentals of Computer Graphics Peter Shirley, Steve Marschner Amazon Link (Third edition) | Book Website (Second Edition) This book covers a ton of information on many areas of computer graphics. "Online" concepts (like ...
Programming Game AI by Example, by Mat Buckland
I pretty much have Theory of Fun by my side all the time.
Usually, solid optimisation doesn't depend on using Assembly, or doing micro-optimisations with code in higher level languages. If you read a lot of research papers (as I do -- or try to!), you'll see that oftentimes the improvements made to algorithms are at a broader conceptual, "qualitative" level, rather than at the more "quantitative" level of ...
Enginuity is one of the best free tutorials on game engine design. Behold, this is not exactly what You asked for. It's a tutorial on writing a game engine down to the low level aspects - however - it's a general purpose engine and You might be able to derive a greatest common divisor for every game. Just read through the introduction and stop when it ...
For Programmers: The Effective series (Effective C++, More Effective C++, Effective C#, Effective STL) C++ Coding Standards: 101 Rules, Guidelines, and Best Practices - A really quick read an d changed the way I think about programming.
The Pragmatic Programmer: From Journeyman to Master I learn something every time I read this.
Not a book, but you should check out the math curriculum over at the Khan Academy. I'm in the process of using these videos to brush up on my own math skills. They cover an extremely broad range of material, and the author has been praised for his teaching style. IMO, truly an amazing resource. http://www.khanacademy.org/#Linear Algebra
Game Programming: The Express Line to Learning provides a nice, beginner-level introduction to a basic game engine structure the author calls "IDEA/ALTER": I – Import and initialize D – Display configuration E – Entities A – Action (broken into ALTER steps) A – Assign values to key variables L – Loop (setup main Loop) T – Timer to set frame rate E – Event ...
Real Time Cameras I really liked this one. Its contents are pretty standard in terms of engine/rendering structure, but it also considers game narrative through cameras.
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