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It looks like Course Technology, now that it owns the Premier Press brand, have given its editors a double brief of “know thy audience” and “maintain subject focus.” I am just reading through the latest Premier Press lineup, and compared to the older books with green & black covers, the new titles really are offering… Click this link to continue reading the remainder of the article
Remember when microcomputers shipped with BASIC? And you didn’t have to resort to pages of C++ code calling obscure API functions just to draw a colour rectangle on-screen? DarkBASIC Professional is a hidden gem often overlooked by commercial game developers – a modern, structured BASIC dialect with lots of commands specifically for handling games using… Click this link to continue reading the rest of the article
It has been a year since I last spoke with Ernest Adams at Game Developer’s Conference 2003, where he mentioned that he was working on two books simultaneously—and vowed never to do it again. GDC 2004 has just passed and here I am, one year later, finally getting around to reviewing one of those books…. Click here to continue reading the rest of “Ernest Adams and Andrew Rollings on Game Design.”
Oh man, is this book beautiful! Just browsing through the 500+ full-color images in The Art of 3D Computer Animation and Effects reminds me of why I entered the field of computer games and graphics in the first place. Author Isaac Kerlow evidently loves his work, and put a lot of that love and what… Looking to read the rest of “The Art of 3D Computer Animation and Effects, 3rd Ed.?” Click this!
Graphics Programming Methods is another quality entry in the popular “Graphics” series from Charles River Media. The editor, Jeff Lander, who a few months ago wrapped up work on True Crime, (Activision) has been a long-time contributor to Game Developer magazine and one of the editors for the Game Programming Gems series, evidence that he… Needing to get the rest of “Graphics Programming Methods?” Click this!
Chris Crawford is one of the earliest pioneers of games and game design, and any book with his name on it is required reading for anybody professing to be interested in the subject of game design. Chris Crawford on Game Design, published by New Riders, gathers all of Crawford’s experiences through the decades in a… Click here to read the remainder of this article
Writing computer games is hard. Games today are complex projects that involve large teams of specialized artists and programmers. These teams are perpetually pushing technology beyond its boundaries and stretching their skills to the max. To alleviate these problems, Game Programming Golden Rules presents a series of nine “Golden Rules” that help define a methodology… Hankering to read the rest of “Game Programming Golden Rules?” Click the link!
Does it do anything but driving games?” is a question that draws groans and smiles simultaneously from the Havok team, makers of their eponymous game physics middleware that recently received a major upgrade to version 2.0. In response to what must be an all-too-frequently asked question, Havok 2.0 broadens its scope to include character physics… Thirsting to get the rest of “Havok 2: All Rag-Dolled Up?” Click on this link!
Non-native platform or embedded systems development is never a pleasant task. It is often fraught with coercing primitive tools to do your bidding and constant frustration at the pressures of non-programmers observing the target platform as a “simple system” not as complex as Microsoft Windows or UNIX. Palm Pilot, no different to any other non-host… Continue reading the rest of “Metrowerks CodeWarrior 9 for Palm OS.”
A paper exploring “” by Justin Lloyd Download a PDF of “” here