Camille Serpentine
Eater of the Dead
Join date: 6 Oct 2003
Posts: 1,236
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07-16-2004 07:04
Hi! I work in a library and we just got in these new books on gaming design. I don't understand them.  But I figured some of the script gurus here might be interested. They are all published by Morgan Kaufmann/Elsevier in their "Series in Interactive 3D Technology" 1) Game Physics by David H. Eberly 1-55860-740-4 2004 $69.95 2) Collision Detection in Interactive 3D Environments by Gino Van Den Bergen 1-55860-801-x 2004 $59.95 3) Essential Mathematics for Games & Interactive Applications : A Programmer's Guide by James M. Van Verth & Lars M. Bishop 1-55860-863-x 2004 $54.95 This one isn't gaming but might be of interest: Advanced Compiler Design & Implementation by Steven S. Mulchnick 1-55860-320-4 2004 $94.95 *nope, I don't get any kickbacks, just thought people would be interested in them.
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Tcoz Bach
Tyrell Victim
Join date: 10 Dec 2002
Posts: 973
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Other Good Books
07-16-2004 17:11
Great thread. You should see my house...books have long taken over the lion's share of real estate.
Couple of ones I've found outstanding:
Physics for Game Developers (don't remember ISBN etc. I'm not home now actually).
And, interestingly enough, a book that I found VERY enlightening for SL development is the Professional Game Development for Flash MX 2004 book (it's relatively new). The reason is, Flash conceptually works very much like SL in that you attach scripts directly to objects as opposed to external classes (even though that's more and more becoming the --thank gawd-- way flash programming gets done), and then those objects communicate to form the whole. Along with some of those amazing similarities, the book explains physics in very simple conceptual examples in terms of real game development...fact is, "real" physics is not the law in games, "good enough" physics is. For example, you can use real gravity, and do all the computation related to say, simulate a bounce decay on a bouncing ball (every time it bounces it bounces a little less)...or, you can just use a gradual fixed decay on the Y axis. To the player, there is no difference, but to the computer, there is a HUGE difference in processing requirements. This book explains these things in an unusually practical way and relates it directly to structured game programming. They are immediately evident to anybody that has tried to program more than a bingo game in LSL. Love books.
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Francis Chung
This sentence no verb.
Join date: 22 Sep 2003
Posts: 918
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07-16-2004 20:06
I don't have a recommendation for compilers, but most computer scientiists have at least a copy of the algorithms text lying around.
Introduction to Algorithms Cormen, Leiserson, Rivest
Computer Graphics: Principles and Practice Foley, van Dam, Feiner, Hughes
The Protocols (TCP/IP Illustrated, Volume 1) Stevens
Computer Architecture: A Quantitative Approach Hennessy, Patterson
Applied Cryptography Schneier
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Camille Serpentine
Eater of the Dead
Join date: 6 Oct 2003
Posts: 1,236
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07-19-2004 07:03
another new one:
Real Time Shader Programming by Ron Fosner Morgan Kaufmann/Elsevier c2004 1-55860-853-2 $49.95
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Wednesday Grimm
Ex Libris
Join date: 9 Jan 2003
Posts: 934
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07-19-2004 07:30
The C Programming Language, by K&R. Everything else is just details 
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Camille Serpentine
Eater of the Dead
Join date: 6 Oct 2003
Posts: 1,236
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07-19-2004 07:47
 I'm just posting new stuff we've received here at the library I work at. I haven't even attempted any programming. (got that book Wednesday - my dad gave me a copy - that's all he programs in) 
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Adam Zaius
Deus
Join date: 9 Jan 2004
Posts: 1,483
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07-19-2004 08:23
OpenGL Superbible (2nd ed.) Richar S. Wright Jr. + Michael Sweet 1-57169-164-2
OpenGL Game Programming Kevin Hawkins + Dave Astle 0-7615-3330-3
(not game related, but an _excellent_ resource, something MS should take more time to look into.)
Microsoft Books: Writing Secure Code 2nd Ed. ??? ???
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
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07-19-2004 11:29
Google
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