Books for/about - Game Programming


 

 
Building Robots With Lego Mindstorms : The Ultimate Tool for Mindstorms Maniacs

Publisher: Syngress
Authors: Mario Ferrari Giulio Ferrari Ralph Hempel

ISBN: 1928994679
List Price: $29.95
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Summary: Building Robots With Lego Mindstorms : The Ultimate Tool for Mindstorms Maniacs
Great accompaniment for the Lego kit.
Summary: Nice, but support is a joke
Don't get me wrong. The models are cool. However, they usually need some tuning up before they are full functional. The majority of programs is written in NQC (as described in the book), however there is one in lego script which works only for newer RIS (2.0). I tried to contact the publishers and authors on many occasion but I've only managed to get my name on the spam list! This is not a nice way to treat a costumer.
Summary: Thorough & Inclusive
I am very impressed with the book. It addresses robotics in a broad sense then drills down to the specifics of hobbyist robotics using LEGO and the RCX. Many tips and tricks, great insights into performance challenges and remedies, and lots and lots of cool project ideas! Great Book!
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Photoshop Elements 4: The Missing Manual (Missing Manual)

Publisher: Pogue Press
Authors: Barbara Brundage

ISBN: 0596101589
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GPU Gems 2 : Programming Techniques for High-Performance Graphics and General-Purpose Computation (Gpu Gems)

Publisher: Addison-Wesley Professional
Authors: Matt Pharr Randima Fernando

ISBN: 0321335597
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Summary: Pretty pictures
This book is targeted at people who have a good solid grasp of either OpenGL or D3D as well as a grounding in programming languages such as C/C++ or Java. While this much is obvious, the book is still painfully difficult to get anything useful out of.
The problem amounts to the fact that there is no cohesion between chapters - each one is written by a different author (and clearly they have not read each other's material) - there is no reference or introduction but worst of all, no common terms.
Example; What D3D calls a "pixel shader", OpenGL call "fragment shader", but there are also "vertex shader", "vertex program", "pixel program" and "fragment program"... some of these are the same thing while others are wildly different, but I found at least 4 references in this book to what I could only make sense of by substituting another term (the correct one). Each author has written their part from their own view point using their own terms.
The code snippets contained rarely have any comments or even descriptions of how they work.
Overall I generally felt like I was either reading someone's thesis or a marketing spiel about a particular aspect of some game.
There are many pretty pictures though.
Summary: A Focus on Hardware Optimization
"GPU Gems 2" edited by Matt Pharr (Addison-Wesley, 2005, ISBN 0-321-33559-7) is a collection of forty-eight white papers that detail cutting edge techniques based on today's latest graphical processing units (GPU). The full color hardcover text is 784 pages and includes a CD-ROM with working demos and source for some of the articles presented in the book. The text retails for $59.99.

The book is divided into six parts: geometric complexity, shading, high-quality rendering, general purpose computation on the GPU, image oriented computing, and numerical algorithms. A part has anywhere from five to twelve chapters. Each chapter is written by a different author but the format and style is consistent. The chapters have an introduction, discussion of the problem or technique, conclusion, and references. The material is presented with color illustrations and occasionally some pseudo-code or code fragments. Generally, the material is extremely current and very approachable to read.

As a sequel to its well received predecessor, the text focuses on taking advantage of the computational power and features of today's high-powered GPU boards. The first part of the book, geometric complexity, emphasizes this with chapters dedicated to batch rendering, using multi-streaming, hardware occlusion, and displacement pixel-shaders. Each chapter illustrates how operations traditionally performed on the CPU can be moved into the GPU for efficiency and greater effect.

The subsequent two parts on shading and rendering continue along the same theme: improved performance by using hardware functionality found on the GPU. Each topic considers the performance ramifications and GPU capabilities when discussing the problem domain of a rendering technique and factors it into the final solution. For example, chapter 10 considers irradiance environment maps for fast lighting - but with a twist - using the GPU to do the calculations in real-time. In doing so, the book's real value becomes apparent.

The fourth part on general purpose GPU computation is an interesting addition to the text. The chapters illustrate methods of offloading traditional CPU tasks by exploiting the inherent parallel nature of modern GPU hardware. Since the book features Nvidia hardware, the architecture and performance capabilities largely focused on their products.

In the fifth part of the book, hardware assisted image creation and analysis is considered. By using context clues from the spatial, texture, or lighting data - additional refinements can be made to a scene prior to rasterization. The topics presented in this part are further refinements of the text's main theme (using the GPU fully) and are specific solutions to uncommon problems - or approaches to rasterization. None the less as GPUs continue to evolve, the topics presented in this section will undoubtedly become more common.

Finally, the sixth part of the book provides several non-traditional graphics examples to illustrate calculating data on the GPU: solving linear equations, options pricing, and numerical simulation - just to name a few. As using the raw floating point power of modern GPU is a growing trend - these sections were quite interesting and well done.

The included CD-ROM contains examples to 28 of the 48 articles in the book. In most cases, the example material includes source code as well as pre-compiled binaries to help illustrate the topic presented in the text. In order to run the majority of the samples, Cg must be installed on the host computer. In addition, the CD-ROM provides access to Nvidia's software development kit, Cg toolkit, performance tools, and several helpful reference links to on-line sites.

GPU Gems 2 provides a cutting edge view of the capabilities found in today's video cards. The selected articles illustrate that every part of the rendering process can be enhanced in some fashion by fully using the underlying hardware. As such, this book is essential to anyone working with modern GPUs.


Summary: Another magnificent piece of work
The original book was awesome. This book is just as fine of a follow on. The full color on every page, the excellent use of images, and the quality editing all add up to a very fine work indeed. If you loved the second one, buy this one. If high-end 3D graphics are your thing and you haven't read these books yet, buy both.
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Programming Game AI by Example

Publisher: Wordware Publishing, Inc.
Authors: Mat Buckland

ISBN: 1556220782
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Summary: Excellent book
Although I have been writing code for a few years, this was my first foray into AI programming. I find the examples easy to understand. Everything is very well written and the example code is well documented. I could not have asked for a better book.
Summary: OK
It is as the title says, Programming Game AI by Example. Reading it, I felt that going more deeply into concepts rather than showing short snippets of code would have been more useful to me. I also felt that the code shown in the book was shallow at some points and really quite useless without the source code that the book provides a link to on the web. I learned more going through each class of the source code and seeing what each function actually did, rather than just seeing a few function calls in the example code in the book. Which may seem obvious enough, but the example code could have been left out entirely in my opinion and just referenced. However, it is all brought together quite nicely in the final game where the focus of each chapter is shown in a final product.
An entire chapter on HOW to script in lua could have been done away with (thats what tutorials are for) and instead been used for concepts of how it can be used. Plus I felt it was slightly out of place as I do not recall it being used in the final game either.
I am trying to code a game in flash actionscript and for that this book was not very helpful as I do not have all the libraries that the author uses in his source code and would have appreciated a book with a broader application. Personally I thought the book was merely OK, but realizing that because I didn't find it useful doesn't necessarily mean its bad, I'm giving it a 4.
Summary: none of the typical Bravo Sierra
This book has a very high signal to noise ratio. No patsy italicization and explanations of simple concepts like inheritance and polymorphism, and no wasted space towards their explanation. And none of the tired dogma about how important design and washing hands after picking nose is. A book that doesn't try to address everybody on planet Earth...what a concept. Don't know what a singleton object is? The book politely refers to the internet, and moves on to provide game application for a multitude of the concepts typically learned during undergraduate CS work. Concepts like FSMs (agents!), Graph Theory (paths, obstacles), Fuzzy Logic, and more with the perfect mix of theory and reality (mostly reality, thankfully. I got a game to write). If you are comfortable with your C++ coding this book will throw light sometimes on even old, familiar concepts spun in a new gaming application that will have you going like `whoa...how cool and what a piece of cake!'. Its one of those cornerstone books, and I wouldn't be surprised if it became a classic in the game community some day. Maybe. Who knows. A million stars but alas, Amazon limits me to five. p.s. I hope you dont get the impression from me that you need a CS degree to understand this book. No way! All you need are your excellent coding skills.
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Game Programming Gems (Game Programming Gems Series)

Publisher: Charles River Media
Authors: Mark DeLoura

ISBN: 1584500492
List Price: $69.95
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Summary: Throw your other books away.
I swear, this series is like programming crack. Succinct, no extra "learning how to program" garbage, no extra commentary. Code. That works. Well. Quickly.
Summary: Very useful.
I've found this book to be very useful in game programming. The variety of articles an concepts covered is very vast. In fact, that is probably the cause for its only (in my opinion) shortcomming - that many of the articles aren't long or complete enough. An excellent book if you're looking for an introduction to many different concepts.
Summary: Do NOT buy this book without actually reading a chapter or
two -- very carefully -- in a bookstore. I'm afraid you'll be disappointed. You will be tempted to buy it at first because the book is well made -- it's cute to look at, printed on acid-free, thick paper, font selection is very good, pleasing and clear. Don't fall for these mechanical attractions! Evaluate the contents.

It's truly not a book; it's more of a collection of perfunctory commentary to some source code on the disk (of unknown quality and/or usefulness.) The writing is mostly abhorrent (with the exception of the sections written by LaMothe and another guy whose name escapes me at the moment; Lamothe is good and can write, not only program); a lot of stuff is simply not explicated, the selection of the actually printed code is haphazard and unhelpful vis-a-vis the text. Since the quality and usefulness of the stuff on the disk is anyone's guess as well (and based on the text, it's nothing awesome), I don't think this book deserves the acclaim that it seems to get.

Several chapters are wasted on annoying bs about hungarian notation, development process (a la Code Complete), absolute banalities about using STL (very superficial, w/o any linkup with games programming -- just buy an STL book if you need to learn it, you won't get anything out of the Gems book itself.) There's a section on templates where the writers seemed more concerned with hugely impressing the reader with the supposedly latest-and-greatest template tricks than offering something useful (look for matrix classes -- they propose the stuff as some kind of generic mechanism (thus, templates), yet what they do will be totally useless for more than 3x3 matrices, and those can be simply coded manually if you need this kind of optimization, which is inlining and unrolling, really -- and keep in mind that it's only small loops that can be gainfully unrolled coz if it doesn't fit in the cache... you know where I'm getting to... moreover, with branch prediction, normal loops may perform better than when unrolled; at any rate, a regular, less-fashionable approach could result in simpler code; but they gotta show off their templatizing skill, wow, I'm impressed, another piece of pompous nonsense suitable for the C++ Report... too bad it's useless practically for 4-and-above dimensional matrices. Generality that doesn't apply generally... an overdesigned particular case, that's what it is.)

Most other chapters are written in a very typical halting, disjointed, and ungrammatical geeky-speak, and I don't mean terminology or technicalities, I mean an irritating inability of most contributors to organize and articulate their thoughts. Like I've already mentioned, it's printed on thick paper, if printed on normal paper, it'd be half the size. The binding is not good, my copy has already fallen apart, and it's not that I use it all the time.

The only potentially fruitful side of this book is bibiography; iow, you can use it as an catalogue of diverse methods used in programming, and when you're interested in something, follow the bibliography in order to really learn about the topic. The bibliography is fairly extensive, obviously recent; includes many web-sites with papers, etc. So that's good of course.

Overall though, the book is mediocre and too expensive for what it is. I would't buy it for more than $. 'course I've already bought it for more, but you don't have to. My opinion is, it's a clear thumbs down.


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Mastering Unreal Technology : The Art of Level Design

Publisher: Sams
Authors: Jason Busby Zak Parrish Joel VanEenwyk

ISBN: 0672326922
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Summary: Table of Contents
I hate it when they don't even give you the Table of Contents. So here it is from the publisher's website.

Contents

Introduction.

I. THE UNREAL UNIVERSE.

1. Unreal Technology: The Big Picture.
Unreal and Its History
The Unreal Engine
Introduction to the Unreal Engine
The Components
Overview of Component Interaction

Engineering New Worlds with the Unreal Engine
Game Assets
The Tools
Summary

2. The Process of Game Development.
Building Your Foundation: Before Production
Developing Your Idea
The Player's Perspective
Gathering the Team
Refining Your Ideas with the Team
Creating a Production Schedule

Beginning Construction: During Production
Maintaining the Schedule
Dealing with Delays
Bringing It Together

Testing and Acquiring Feedback
Internal Testing: Alpha
External Testing: Beta

Remodeling and Closing: Ending Production
What to Do with Beta Test Info
When to Stop Beta Testing
Finalizing and Releasing
Summary

3. Creating Your First Level with UnrealEd.
What Is UnrealEd?
The Subtractive Method of Level Creation
Rebuilding

The Anatomy of an Unreal Level
World Geometry
Actors
Some Assembly Required

A Quick Tour Around the User Interface
The Main Menu Bar
The Toolbar
The Toolbox
The Viewports
The Console Bar
The Browsers
Property Windows

Working in 3D Space
2D Versus 3D
Positive and Negative Directions

Creating Your First Room
Subtracting Out Space: How Tall?
Brushes in Depth
Navigation in UnrealEd
Moving Actors

Creating Your First Map
Subtracting the First Room
Adding Textures
Texture Fitting
Making the Level Functional

Expanding the Level: Creating Objects and Adding Lights
The Window and Hangar

Adding Detail: Static Meshes
The Static Mesh Browser
Placing Static Meshes
Decorating with Static Meshes
Summary

4. Advanced Brush Techniques.
BSP Theory
Polygons
BSP Trees

Brushes from Other Brushes
The Intersect Tool
The De-Intersect Tool

Brush Manipulation
Vertex Editing
Face Dragging
Brush Clipping (2D and 3D)

Freehand Polygon Drawing

The 2D Shape Editor
User Interface Overview
Shape Editing
Using the 2D Shape Editor to Create a Simple Level

Brush Solidity
Solid Brushes
Semi-Solid Brushes
Non-Solid Brushes

Saving Brushes (u3d Files)
Importing/Exporting Brushes
Summary

5. Terrain.
What Is Terrain?
The Components of Terrain
Terrain Zoning with the ZoneInfo Actor
Using the TerrainInfo Actor
Controlling Terrain with the Height Map

Layers
DecoLayers

Altering Terrain with the Terrain Editing Dialog
Lighting Terrains with Sunlight
The Skybox
What Are Skyboxes?
How Does a Skybox Work?

A Closer Look at Terrain Editing
Terrain Editing User Interface
Height Map Editing Tools
The Select Tool
Applying the Terrain Editing Tools

TerrainInfo Properties
Texture Layer Editing Tools
Painting
Smoothing
Noise
Tex Pan
Tex Rotate
Tex Scale

Editing Terrain Texture
DecoLayers
Summary

6. Working with Volumes.
Concept of Volumes
Basic Volume
Volume Properties
DecoList
BlockingVolume

PhysicsVolume
WaterVolume
LavaVolume
XfallingVolume
LadderVolume
Summary

7. Lighting in Unreal.
Light Concepts
Light Maps
Light Placement

Light Classification
Static Lights
Dynamic Lights

Light Properties
Light Color
Light Radius
Light Type and Light Effects
Directional Lights

Lighting Workflow
Light Creation
Viewing Lights
Working with Light Effects
Rebuilding Lights
Light Map Size

Lighting Surfaces
World Geometry
Static Meshes, Meshes, and Movers
Terrain
Particles

Advanced Lighting Effects
Scaling Lights
Using SpecialLit
Ambient Lighting
Emitting Light from Other Actors
Coronas
Using a TriggerLight

Projectors
Using Projectors

Common Lighting Pitfalls
Summary

8. Creating Materials in Unreal.
Textures
Creating a Texture
Importing a Texture
The Texture Properties Window
Texture Properties

Shaders
Diffuse and Specularity Maps
Opacity Maps
Self-Illumination Maps
Other Properties

Modifiers
The Color Modifier
The TexOscillator Modifier
The TexPanner Modifier
The TexRotator Modifier
The TexScaler Modifier
The Combiner Modifier

Creating Reflective Surfaces with Cubemaps and TexEnvMaps
Final Blend Material
Using a ScriptedTexture
Summary

9. Interactive Elements.
Movers
Creating the First Door

Introduction to Triggers
Creating a MessageTrigger

Elevators
A Simple Elevator: UseTrigger
Complex Elevator Overview

Jump Pads
Teleporters
Summary

II. ADVANCED DESIGN TECHNIQUES.

10. Creating Particle Effects.
Particle Theory

Emitter Types
SpriteEmitter
SparkEmitter
MeshEmitter
BeamEmitter
TrailEmitter
Summary

11. The Karma Physics Engine.
Karma Theory
General Karma Properties
Karma Collision Primitives

Constraints
KBSJoint
KconeLimit
Khinge

Ragdolls

The Karma Authoring Tool (KAT)
The KAT Interface
Workspaces
Viewports
Summary

12. Advanced Bot/AI Navigation.
Basics of Bot Navigation
Design Considerations

Tools for Debugging
Diagnosing Problems with the Map Check Dialog Box
Console Commands

Pathing
Jump Pads and Teleporters
Jump Spots
Doors
Lifts
Ladders

Advanced Pathing
AssaultPaths
Defense Points and Sniping Points
Vehicle Navigation
Summary

13. Matinee: Creating Custom Cinematics.
Introduction to the World of Machinima

Overview of the Matinee System
The Matinee Interface
The Scenes Tab
The Actions Tab
The Sub Actions Tab
The Tools Tab

Creating a Simple Matinee Sequence
Working with the Scene Manager
Triggering the Matinee Sequence
Controlling the Camera Path
Creating Camera Pauses and Camera Cuts

A Closer Look at Sub Actions
Setting Camera Orientation
Introducing Fades

Using Matinee to Control Actors
Adding Text to Your Cutscenes
Adding a More Cinematic Feel
Automatically Launching the Movie
Changing Levels with Matinee
Summary

14. Creating Scripted Sequences.
Using an Actions List
Using Latent and Non-latent Actions
Controlling xPawns

Logical Conditions
Summary

15. Level Optimization (Zoning) and Distribution.
Introduction to Level Optimization
Zoning
Antiportals
Distance Fog
Terrain Optimization
Profiling and Debugging
Viewport Display Modes
Console Commands
Summary

16. Gametypes.
Setting Level Properties

Deathmatch-Style Gametypes
Adding Weapons
Deathmatch Design Considerations

Capture the Flag (CTF)
CTF Design Considerations

Double Domination
Design Considerations for Double Domination

Bombing Run
Design Considerations for Bombing Run

Onslaught
Design Considerations for Onslaught
Assault
Summary

III. EXTERNAL DESIGN.
17. Overview of Maya.
Y-Up Versus Z-Up
Maya Theory
Nodes and Connections
Construction History

Overview of the User Interface
The Viewports
The Main Menu Bar and Menu Sets
The Status Line
The Shelf
The Channel Box and Layer Editor
The Attribute Editor
The Time and Range Sliders
The Toolbox and Layout Selection
The Hotbox

The Hypershade
The Hypergraph

Object Manipulation
Object Mode
Component Mode
Summary

18. Polygonal Modeling Tools.
Modeling Terminology
Modeling Methods
Box Modeling
Polygon Creation

Understanding the Tool Options and Display Settings in Maya

Polygon Modeling in Maya
Creating Polygons
Adding to Existing Polygons
Combining Objects
Using Booleans
Mirroring
Smoothing Versus Averaging Vertices
Triangulation
Cleaning Up Your Polygons

Editing Polygons
Subdividing Polygons
Splitting Polygons
Extrusions
Chamfering Vertices and Beveling Edges
Cutting Faces
Wedging Faces
Merging Vertices
Flipping Triangle Edges
Adjusting Surfaces and Hard Edges
Summary

19. The Art of Texturing in Maya.
UVs and the UV Coordinate System
The UV Texture Editor
The Menu Bar
The Toolbar
The Viewport

Mapping Uvs
Mapping Methods

Creating UV Layouts
Creating Textures from UV Layouts
UV Layouts for Characters
Considerations for UV Layouts
Summary

20. Static Meshes.
The Importance of Static Meshes

Preparing to Model
Adjusting the Grid
Creating a Project

Modeling the Catwalks
Creating the Base Catwalk
Constructing the Straight Catwalk
Making a Ramp
Making a Turn
Building a T-Intersection
Building a Four-Way Intersection

Collision Models
Exporting Models to UnrealEd
Texturing Your Static Meshes in UnrealEd
Summary

21. Character Modeling.
Preparation
Concept Art
Image Planes

The Modeling Process
Modeling and Animation

The Character
Modeling the Torso
Modeling the Legs
Modeling the Arms
Modeling the Feet
Modeling the Hand
Modeling the Head
Summary

22. Importing Characters into UnrealEd.
What Are Skeletons?

Introduction to Maya Joints
Parenting
Joints and Parenting
Joints and Rotation
Using the Joint Tool
Joints and Local Rotation Axes
Manipulating Joints

Binding a Character to a Skeleton: Skinning
Introduction to Smooth Bind
Adjusting Joint Influence

Importing a Character Without Custom Animation
Importing a Skeleton
Skinning a Character
Adjusting the Skin Weights
Exporting the Character
Getting the Character Ready for Gameplay
Creating the Character's Portrait
The UPL File and Testing the Character In-game
Summary

23. Character Animation.
Introduction to Animation

Popular Animation Methods in Maya
Keyframes
Reactive Animation

Animation Choices-FK Versus IK
IK Solvers
Single Chain IK Solvers
Rotate Plane IK Solvers
IK Spline Solvers

Constraints
Selection Handles

Character Rigs: What They Are and Why We Need Them
Creating the Character Rig
Skinning the Character

Animating the Character
Pose-to-Pose Animation
Creating Custom Animation Cycles
Exporting Custom Animations into UnrealEd
Summary

APPENDIX A. The UnrealEd Manual.
The Main Menu Bar

The Toolbar
File Options
Undo and Redo
Search for Actor
Browsers
Editors
Properties
Building
Play Level
Help

The Toolbox
Camera and Utilities Area
Brush Clipping Area
Brush Primitives Area
CSG Operations Area
Selections and Movement Area
Mirroring and Miscellaneous Area

The Viewports
Viewport Controls
Viewport Control Bar
Viewport Control Bar Context Menu

The Console Bar
The Text Field
The Log Window
Lock Selections
Vertex Snap
Drag Grid
Rotation Grid
Maximize Viewport
DrawScale3D

Browsers
The Actor Class Browser
The Group Browser
The Music Browser
The Sound Browser
The Textures Browser
The Mesh Browser
The Prefab Browser
The Static Mesh Browser
The Animation Browser

Editor Windows
Search for Actors
The 2D Shape Editor
The UnrealScript Editor

Property Windows
Actor Properties
Surface Properties

INDEX.
Summary: Mastering Unreal Technology: The Art of Level Design
My son's studying computer science at URI. His professor saw this on his desk last week and asked where he got it. He held it to the rest of the class and referred to this book as "the bible for computer science", an excellent book, and recommended that all the students should get one. If they were to have a required textbook, THIS would be it, he said. Tells all and answers all. Extremely helpful, especially for college level computer courses.
Summary: great book & great reference
I read this book cover to cover; it is the best way to start creating levels. UnrealEd is a level editor aimed towards artists, the info within this book is the best coverage of a level editor that I have seen. You don't need to know scripting or any programming to create your own levels. The book starts by giving you some generals about game development, goes on to basic UnrealEd, then into more complicated UnrealEd. The last third of the book is basic Maya 5 PLE tutorials, which I found helpful because I hadn't used Maya before.

** !!! You need to own a copy of Unreal Tournament 2004 in order to follow along with the tutorials in this book !!! **

UT2004 Level Editors - This book is aimed at you. If you are already playing UT2004, you have everything you need and this book will help you find out how they made all those cool things you see in the game.

Architecture Visualizing - This book will definitely help you find out how you can take your ideas into a real-time render engine to show your clients. You could get by with the Unreal Runtime engine that comes on the CD with the book. However, in order to fully understand the tutorials, I believe you would need to pick up a copy of UT2004 with this book.

3D Artists & Game Developers - If you are already working with other game engines or a 3D animation package and want to look into Unreal, this is the ticket. Like I said before, you do need a copy of UT2004.

There were a couple of errors in the book, however they have all been addressed at [...].
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Java(TM) Puzzlers : Traps, Pitfalls, and Corner Cases

Publisher: Addison-Wesley Professional
Authors: Joshua Bloch Neal Gafter

ISBN: 032133678X
List Price: $39.99
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Summary: Ooh. Ow. Ouch. Eek. Argh. ... Aha.
My wife popped this book open after dinner. Big mistake -- we had planned to spend the night watching Firefly on DVD. She read the first puzzle. We went to the blackboard (yes, we're so geeky and our NY apartment's so small that there's a blackboard in the dining nook). Between us, we had half a dozen possible answers about what a three-line program was going to do. We found at least four boundary conditions and were pretty sure about two of them. For the record, the first puzzle she opened to involved the compound XOR assignment statement x^=y^=x^=y. They're not all that bit-fiddly; some of the other puzzles include class and method mazes, integer or double arithmetic oddities, unexpected exception/initialization interactions, string/charset twistiness, etc.

I thought I'd be good at this kind of puzzle. As an academic, I wrote about programming languages. I read Bloch's "Effective Java" book. Twice. I follow its advice religously and make my coworkers read it. I've read most of the source code for String, StringBuffer and the collections framework and I/O streams. I just came off a week-long coding project where I did exclusively bit-level I/O with all the shifts and masks you could ask for. I was wrong. I got about 1/5 of the puzzles right if I give myself partial credit for diagnosing the boundary condition in the question and having the right answer be in my top two or three guesses.

Unless you've written the bit fiddling parts of a JVM implementation, or are the kind of person who can remember minute details of the specification, you'll most likely suffer. And love it. Then you can relate the puzzles at gatherings of geeks and look on with a smug grin as they twist in the wind. These would be perfect interview questions for a sadistic HR person.

Overall, this book's a jaw-dropping, eye-opening, brain-melting overview of the kind of boundary conditions you can run into with very simple constructions. Most of the puzzles seem to involve implicit conversions done by the JVM, some involve 1.5 features, some involve class inheritance, others exceptions. Almost all of the puzzles contain links to the boundary-condition definition in the Java language spec.

I'll do better next time. Really.
Summary: Stretch your mind and question your assumptions...
This is the type of book I'd like to see more of in the marketplace... Java Puzzlers - Traps, Pitfalls, and Corner Cases by Joshua Bloch and Neal Gafter. Extremely well-done...

Contents: Introduction; Expressive Puzzlers; Puzzlers with Character; Loopy Puzzlers; Exceptional Puzzlers; Classy Puzzlers; Library Puzzlers; Classier Puzzlers; More Library Puzzlers; Advanced Puzzlers; Catalog of Traps and Pitfalls; Notes on the Illusions; References; Index

What Bloch and Gafter have done here is provide the Java coder with some educational opportunities unlike others. They've taken code blocks that look like they should do one thing, but actually do something entirely different. It's the job of the reader to figure out what they *really* do, why they behave that way, and how you'd change the code to get the result you were probably after. The material covers the gamut of normal Java scenarios, including string concatenation, looping, class definitions, and others. The code is available for download from a website, so you don't have to type in anything to get started. And of course, they *do* provide answers... :) Couple all this great material with a humorous writing style and fun optical illusions, and you've got a book that works very well.

The reason I like this book so much is that most programming language books stick to the core material. We all know there are exceptions and quirks, but you normally don't find out about those unless you find a magazine article series that someone has written. Even then, you're getting one or two gems every month, and it's hard to keep the momentum. Having 95 of these puzzlers all in one place means that you can dive in and start wracking your brain at your own pace. I'd like to see this type of book for many other languages...

Most definitely recommended if you're a Java coder with any level of experience. You'll be forced to question things you've assumed in the past, and you'll come away a much better developer...
Summary: Geek fun!
First, let's get this out of the way: you're not as smart as you think you are. Seriously. You don't know everything about Java. It's possible, however, that these authors do.

"Java Puzzlers" shows you more tricky corners of the Java language than you ever expected could exist. Not odd behaviors of obscure API classes, not failings of a particular implementation, but known consequences of the language specification itself. Each puzzler, written in an engaging and often humorous style, gives you a chance to figure things out for yourself before lowering the boom to let you know that, once again... you're wrong.

If you read this book and take its message to heart, you'll learn to avoid the dark alleys of Java, making sure your programs will never inadvertently become puzzlers for you or those who come after you.
Summary:


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Game Programming Gems 4 (Game Programming Gems Series) (Game Programming Gems Series)

Publisher: Charles River Media
Authors: Andrew Kirmse

ISBN: 1584502959
List Price: $69.95
Amazon Price: $44.07
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Avg Cusomer Rating: 5
Reviews:
Summary: True Gems of Programming Wisdom
Intended for the intermediate to advanced game programmer, this is a book that will literally have something for everyone. It contains sixty-two 'gems' that is, articles on how to some particular aspect of game programming. Sophisticated game programming is probably the most complex programming there is. And this book goes into some pretty sophisticated programming details. It is written by a collection of the best in the business today.

For instance:

3.1 - Ten Fingers of Deaty: Algorithms for Combat Killing
5.11 - Heat and Haze Post-Processing Effects
7.2 - A Simple Real-Time Lip-Synching System

There is no question that the main driving force for faster computers is to make for more realistic gaming. And the faster computers allow more sophisticated programming to be done to make the grass wave realistically.

This is probably not a book you're going to sit down and read from cover to cover. You'll probably scan through and read the ones that are applicable to just what you need to do next. But then in a couple of weeks, in a couple of months....
Summary: A "must-have" compendium
Featuring contributions from expert, professional game developers, Game Programming Gems 4 is an in-depth and recommended reference and resource filled cover to cover with essays, each covering everything from general programming and debugging to mathematics, physics, aritifical intelligence issues, graphics, network and multiplayer concerns, audio, and so much more. Game Programming Gems 4 is not a standard instructional textbook; rather, it is a supplementary guide packed with the latest cutting-edge insights to creating quality games - most code is written in C++, but some Java and Python are also represented. A "must-have" compendium of insight, discoveries, tips, tricks, and techniques for every serious game programmer's library. An accompanying Windows CD-ROM contains source code, listings, and demos to complement the articles and essays.
Summary: A Great Resource to add to your collection
This book contains a lot of really useful tidbits that are helpful to anyone in the game programming or simulation fields. It should be on everyones shelf as a reference.
Summary:


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