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Game Programming Algorithms and Techniques: A Platform-Agnostic Approach (Game Design), by Sanjay Madhav
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Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry.
Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more.
Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav’s game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on.
Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net.
Coverage includes
- Game time management, speed control, and ensuring consistency on diverse hardware
- Essential 2D graphics techniques for modern mobile gaming
- Vectors, matrices, and linear algebra for 3D games
- 3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions
- Handling today’s wide array of digital and analog inputs
- Sound systems including sound events, 3D audio, and digital signal processing
- Fundamentals of game physics, including collision detection and numeric integration
- Cameras: first-person, follow, spline, and more
- Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning
- User interfaces including menu systems and heads-up displays
- Scripting and text-based data files: when, how, and where to use them
- Basics of networked games including protocols and network topology
- Sales Rank: #377694 in Books
- Published on: 2013-12-29
- Original language: English
- Number of items: 1
- Dimensions: 9.00" h x .67" w x 7.00" l, 1.40 pounds
- Binding: Paperback
- 352 pages
About the Author
Sanjay Madhav is a lecturer at the University of Southern California, where he teaches several courses about and related to video game programming. Prior to joining USC full time, he worked as a programmer at several video game developers, including Electronic Arts, Neversoft, and Pandemic Studios. Although he has experience programming a wide range of systems, his primary interest is in gameplay mechanics. Some of his credited games include Medal of Honor: Pacific Assault, Tony Hawk’s Project 8 , Lord of the Rings: Conquest , and The Saboteur .
In 2008, Sanjay began teaching part-time at USC while still working full time in the game industry. After Pandemic Studios was shuttered at the end of 2009, he decided to refocus his efforts on teaching up-and-coming game programmers. His flagship course is an undergraduate-level game programming course that he has taught for more than ten consecutive semesters.
Most helpful customer reviews
16 of 16 people found the following review helpful.
Elegantly Concise and Engaging
By Nicholas Covey
When I ordered this book, I expected to receive another thick tome, typical of programming books. I was pleasantly surprised when I discovered how much less intimidating Madhav's book is; I was amazed at how thorough his coverage of the topics on game development were; and I found his writing style enjoyable and easy to understand. It is remarkable how he explains difficult and erudite topics with ease and simplicity; and, in truth, the pseudo-code he presents is far more readable, applicable, useful, and educational than actual code.
His "platform-agnostic approach" is not a gimmick: he teaches the fundamentals of game programming at a high level, yet devotes enough attention to different platforms that require unique considerations. If you're looking to develop for PC, mobile, or console in 2D or 3D: this book has it all.
His professional experience really shows in many cases (far more so than other run-of-the-mill game development books) where he addresses ways in which to increase workflow and productivity as well as source-control and sub-versioning for development teams.
This is definitely more of an introductory book than an advanced one, make no mistake. Madhav admits: "a seasoned game developer may not find that much in the way of new information in this book."
There are some subjects that he doesn't mention regarding game development, but this is because his book is primarily focused on (as the title states) "Algorithms and Techniques." That being said, don't expect something like Jason Gregory's "Game Engine Architecture." But because it doesn't try to cover every detail and aspect of development, it benefits by being much better organized and educational.
I would highly recommend this book to anyone looking to become a game programmer; and although many of the topics are at a college-level, a high school student will find this book informative and inspiring--Madhav certainly does a great job presenting some complex topics and provides two games for readers to build and expand upon, both of which have source code to download online.
As good as this book is, personally, I would like to see another book from him that covers a completely different set of game development topics--or perhaps more advanced ones. It is clear he enjoys teaching, and readers will enjoy learning from him.
4 of 4 people found the following review helpful.
Highly Recommend - Fantastically Written and Very Informative Book
By Sheehan
This books primary target is people new to or at a beginning level of game programming; however, intermediate and even advanced people would benefit from having this on hand as a resource to go back to. It has a good structure that allows a new programmer to learn the fundamentals and build upon that or a more experienced person to read about specific topics.
It's packed with a lot of information, concepts, and examples. One of its strong points is how applicable the material it presents is. Everything is implementable for your own game projects. It also includes tips and best practices that only someone with years of experience in the game industry would know. This book will put you on the fast-track to being a better game programmer. This book is better than books that get bogged down in the nitty-gritty, but if that's what you're looking for you can look at the Demos. You get the best of both worlds.
The author, Sanjay Madhav, is The Game Programming Professor at the University of Southern California's #1 Ranking USC Games program. He has been teaching for years and you can tell he is adept at explaining concepts and providing examples. Hundreds of his students have gone on to become successful game programmers and you can benefit from his experience, just like his students have, by buying this book. I highly recommend this book.
1 of 1 people found the following review helpful.
The perfect book for getting the exact right amount of detail for an overview of algorithms and techniques used in video games.
By Aaron Batilo
This is a fantastic book for an overview of many concepts used in video games. This book is definitely not meant to be used by people who have done very little programming or don't have a very good concept of various computer science topics. However, given that you have the proper background, Sanjay Madhav takes you on a journey through smooth and clear explanations of such important concepts. This book is light enough that you can get through it fairly quickly, but deep enough that you really do get familiar with the topics and terminology involved. There were a couple of times where I was frothing at the mouth only to have Sanjay write "but X is out of the scope of this book". Part of me is very sad that he didn't go into more detail on some topics, but at the same time I'm very happy that he made it so easy to fly through. For every chapter he provides additional resources that are specific to that topic, in the case that you want to go more in-depth with something he explains. To me this is invaluable, and I've already bought a hand full of books directly from these sections.
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