Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

2/02/2013

Game Engine Architecture Review

Game Engine Architecture
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Jason Gregory's book offers a 10,000-foot view of game engine architecture, covering every system found in modern game engines, and detailing how those systems interact. It details the subjects at a level easily understood by anyone with a modest level of programming experience -- even non-programmers can gain a solid understanding of engine design from the book. This would make a great first book for anyone interested in programming game engines, either as a hobby or a future career.
However, it is important to clarify the limits of the book. I do not consider this to be a programming book, since it does not present the material at a sufficiently low-level that would permit an inexperienced programmer to implement a game engine from the ground-up. It describes how the algorithms work in enough detail that you can understand the idea, but does not present complete code examples that would demonstrate exactly how the algorithms would be implemented. There are occasional code snippets, and brief examples from engines like Ogre, Unreal, and idtech. But most of the content is entirely prose.
Experienced programmers/game devs have the coding background to implement many of the designs described in the book from the level at which they are presented. But neophyte programmers will not find enough details in this book to implement a full game engine on their own. However, no one book could do an adequate job of detailing how to implement an entire game engine: learning to program a game engine from the ground-up requires a very large stack of books (especially for physics and AI). So it would be unfair to fault this book for what it is not.
The value of the book is in providing clear, prose descriptions of the functional blocks found in a game engine, covering alternate ways different engines implement certain features, and cross-referencing how those blocks interact.
Another positive is that the book benefits from a mature writing style. Unlike the "Oh wow! Cool! Dude! Whew, math is hard! {BG}" style of writing inflicted upon many intro/for-teens books, this book can be read by adults (and most teens) without any undue eye-rolling due to bad writing. Which, sad to say, is why I feel inclined to remark on this point. Granted, this book was written for a course a SoCal, so a more mature writing still is required. I do wish more games-related books would follow this convention, instead of assuming the reader is mentally bereft or a pre-teen.

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A 2009 Game Developer Magazine Front Line Award Finalist, this book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.

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12/21/2012

360 Degrees of the Inner Circle: A Morton's List Supplement Review

360 Degrees of the Inner Circle: A Morton's List Supplement
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This book is the missing piece that completes Morton's List and turns it from a "simple game" into a lifestyle. It provides more Mutations and Deviations (twists on the game that run even a simple activity into something new and fun). Further, it details a point system that encourages sustained regular play, which leads to the formation of regular playing groups, or Inner Circles. There's really no way to explain it, but playing with a group of friends who all get Morton's List is an incredible experience. This book is an important step in that direction - a definite must for every serious Morton's List player.

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9/15/2012

Clark Zapper Clark Parasite Zapper Dr. Hulda Clark Zapper (Based on Dr. Clarks Book Cure for all disease) Review

Clark Zapper Clark Parasite Zapper Dr. Hulda Clark Zapper (Based on Dr. Clarks Book Cure for all disease)
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I recently used my zapper for a pain in my side. I zapped three times in a 24 hour period, and my pain subsided, and I feel fine. I also used it when I had cancer (16 years ago), and use it every once in awhile, usually for a sore throat. So far, it has always produced excellent results for me. If I happen to get that Swine flu, I'll use it for sure, because I can count on it to "electrocute" the little buglets from the virus. I'll also use the black walnut tincture, and a combination black walnut, clove, wormwood tincture that I get at the local health food store. It will kill the swine flu virus easily.

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