Game Programming Books for Web Site Developers

This bookstore catalog page has tutorial books foe writing code for computer games and computer simulation. Designing and building
convincing games with 3D visuals and behaviors that are convincing and approximate real-world physics is hard and sometime difficult work.
These book were chosen because they present the scripting information in a clearly understood manner and use good illustrations and code examples.
C++ language is important to make these computer games work by creating interactive 3D graphics for dynamic and personalized games. Java also
is an important language for programming games for the Web. Java is used for programming with all major browsers. Therefore, a good working
knowledge of Java game programming techniques gives you the ability to greatly enhance your computer games.
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Books on Learning to Program Computer Games

- Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization
~Usually Ships in 24 Hours
- -André LaMothe / Paperback 1728 pages, Book and CD-ROM Edition / Published June 2003
This excellent book provides the information to teach the game programmer how-to write code for
some really effective 3D graphics on a flat screen. This large book does an excellent job in
explaining how to design and implement a 3D games while providing complete details. Making these
game work requires that the flat screen simulate the real world, complete with light, proper shading,
textures, effects of gravity, and momentum. Tricks of the 3D Game Programming Gurus helps its
readers make great progress in creating 3D worlds and the action that goes on in them.
The text begins by showing and explaining the C++ source code of a simple but full-fledged 3D
spaceflight shooter game. Once understood, this is a real boost to the reader's confidence. Then
the author explains some of the complicated geometric concepts and mathematics that underlie
realistic games and shows how to use the many APIs and libraries, including Microsoft DirectX 9.0.
Click on the book title to read excerpts from this book.
- Tricks of the Windows Game Programming Gurus (2nd Edition)
~Usually Ships in 24 Hours
- -André LaMothe / Paperback 1200 pages, Book and CD-ROM Edition / Published June 2002
This comprehensive book is the one to read for the latest in 3D game programming. It is intended for the complete novice
to an intermediate developer who wants to learn more. No experience in game programming is required, however, you only need
a knowledge of C to begin with. And knowledge of Java, C++ or C# would help also.
Contains many entertaining and challenging code examples in C. Covers all the major components of DirectX including DirectDraw,
DirectSound, DirectInput (including Force Feedback), and DirectMusic. The author teaches the reader 2D graphics and rasterization
techniques. Finally, this book provides an intense coverage of game algorithms, multithreaded programming, artificial intelligence
(including fuzzy logic, neural nets, and genetic algorithms), and some physics modeling you have ever seen in a game book.
This book sets a high standard as a tutorial for getting started with game programming and will certainly
earn a place on the bookshelf of any experienced, or beginning game developer.
Click on the book title to read excerpts from this book.
- Java 3D Programming
~Usually Ships in 24 Hours
- -Daniel Selman / Paperback 400 pages / Published February 2002
Java 3D is a Sun API for three-dimensional graphics development using Java. This resource for
application developers walks through the design process and shows how to avoid common pitfalls.
The book begins by introducing basic 3D graphics concepts and terminology, and then continues through
programming examples, to illustrate techniques, explaining how-to create geometric shapes, defining
light sources, creating textures, attaching behavior to objects, interacting with objects, scenegraphy,
features, and bug fixes for practical Java 3D work.
This book provides the basic information that anyone working with Java 3D absolutely needs. The
author has covered all the bugs, work arounds, pitfalls, design problems etc.
The book is written for intermediate to experienced Java developers, although previous experience in
graphics programming is helpful but not necessary. The excellent free Java 3D tutorial that Sun offers
compliments this book nicely.
Programmers interested in developing 3D games or scientific or architectural 3D applications should
get this book.
Click on the book title to read excerpts from this book.
- Mathematics for 3D Game Programming & Computer Graphics
~Usually Ships in 24 Hours
- -Eric Lengyel / Hardcover 400 pages / Published December 2001
This book illustrates the mathematical concepts that a game developer would need to develop a
professional-quality 3D engine. Concentrates on key mathematical topics for programming 3D game engines.
Although the book is geared toward applications in game development, many of the topics appeal to general
interests in 3D graphics. It begins in areas such as vector geometry and linear algebra, and then moves on
to more advanced topics in 3D programming such as illumination and visibility determination. Particular
attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps
in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes
sections that review the important tools used from these disciplines, such as trigonometric identities,
differential equations, and the Taylor series. Includes coverage on Quaternions, Homogeneous Coordinates,
Ray Tracing, Bump Mapping, Portal Systems, Polygonal Techniques, Shadows, and Physics.
Beginning programmers to computer graphics and game development are often overwhelmed by the mathematics
that is required to make everything work.This book provides solid mathematical theory on most of the major subjects in computer graphics/game
development, and can be looked at as a companion volume to almost any computer graphics textbook.
Click on the book title to read excerpts from this book.
- Developing Games in Java
~Usually Ships in 24 Hours
- -David Brackeen, Laurence Vanhelswue / Paperback 1008 pages / Published August 2003
This book is for game programmers who already have Java game programming experience and are looking to
advance their program games. This book covers how to take advantage of the Java 1.4 platform to make fast,
full-screen action games, including side scrollers and 3D shooters. Key features covered in this book
include Java game programming techniques, including the latest 2D graphics and sound technologies,
3D graphics and scene management, path-finding and artificial intelligence, collision detection,
game scripting using BeanShell, and multi-player game engine creation.
Click on the book title to read excerpts from this book.
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This page last updated December 18, 2007.