- Book Excerpt: Game Coding Complete
[06.29.05]
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In this extract from Paraglyph's Game Coding Complete, author and game code veteran Mike McShaffry makes the point: "You can make your work much more efficient by improving how you design your software", and goes on to suggest some basic tips for game professionals.
- Book Review: The Game Producer's Handbook
[05.16.05]
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In this book review, Brad Kane recommends The Game Producer's Handbook by Dan Irish, which explores the various areas of responsibility that a game producer holds, and details the best practices for handling them.
- Book Excerpt: Audio For Games: Planning, Process, and Production
[05.11.05]
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In this excerpt from his Audio for Games book, Alexander Brandon approaches development process maps (DPM) from an integration perspective, explaining how audio is connected seamlessly to a game.
- Book Review: Chris Crawford on Interactive Storytelling
[04.18.05]
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Brad Kane takes a look at Chris Crawford on Interactive Storytelling, commenting that the book "is a comprehensive treatment of a topic that continues to be of interest to game designers and storytellers alike."
- Book Excerpt: Programming a Multiplayer FPS in DirectX
[04.11.05]
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Culling (sometimes called hidden surface removal) serves to reduce engine workload resulting in higher framerates. This excerpt from Programming a Multiplayer FPS in DirectX explores a variety of culling methods.
- Book Excerpt: The Game Asset Pipeline
[02.21.05]
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In this extract from book The Game Asset Pipeline, author Carter discusses multiple facets of managing asset processing, from dependency-based issues through use of the make tool, finishing by suggesting a range of tips for making robust tools.
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