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9780321940155

Game Programming Algorithms and Techniques A Platform-Agnostic Approach

by
  • ISBN13:

    9780321940155

  • ISBN10:

    0321940156

  • Edition: 1st
  • Format: Paperback
  • Copyright: 2013-12-19
  • Publisher: Addison-Wesley Professional
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Supplemental Materials

What is included with this book?

Summary

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

Author Biography

Sanjay Madhav is a lecturer at the University of Southern California, where he teaches several courses in video game programming. Prior to joining USC, he worked at several game companies including Electronic Arts, Neversoft, and Pandemic Studios. Some of his credits include Medal of Honor: Pacific Assault, Tony Hawk's Project 8, Lord of the Rings: Conquest, and The Saboteur.

Table of Contents

Introduction

Chapter 1 Game Programming Overview

Chapter 2 2D Graphics

Chapter 3 Linear Algebra for Games

Chapter 4 3D Graphics

Chapter 5 Input

Chapter 6 Sound

Chapter 7 Physics

Chapter 8 Cameras

Chapter 9 Artificial Intelligence

Chapter 10 User Interfaces

Chapter 11 Scripting Languages

Chapter 12 Networked Games

Chapter 13 Side-Scroller for iOS

Chapter 14 Tower Defense for Xbox/PC

Chapter 15 First Person Shooter for PC

Appendix A Solutions

Appendix B Useful Tools for Game Programmers

Supplemental Materials

What is included with this book?

The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

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