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Game Coding Complete [Paperback]

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Item description for Game Coding Complete by Mike McShaffry...

Mike McShaffry's first edition of Game Coding complete rapidly became one of the top-selling game programming books and was widely praised by readers around the world. The best description of the first edition comes from two Amazon reviewers; the first proclaiming, "I got the same feeling of enlightenment when reading this one as I did all those years ago when I read the classic book "Code Complete" and the second stating "This is the first game book I have read that I was sorry when I got to the end because there wasn't any more." For Game Coding Complete, Second Edition, McShaffry returns with many more of his highly popular, shoot-from the hips war stories and expert game programming insight that only a real insider could provide. McShaffry uses his experience as a leading programmer for Origin Systems, Microsoft, and Ion Storm a division of Eidos, to illustrate real-world techniques and solutions, including examples from his recent work on the major game, Thief Deadly Shadows. Game Coding Complete, Second Edition takes programmers through the complete process of developing a professional quality game using hundreds of insider tricks and techniques developed and perfect by the author from over a decade of game development experience. It covers a range of topics that will appeal to the most discriminating programmers such as key "gotcha" issues that could trip up even veteran programmers. The new edition features expanded coverage of 3D programming, several new chapters on game interface design, game audio, game scripting, game engine technology, code optimization, production and scheduling, plus it now includes a CD-ROM packed with valuable source code and game development tools. The appendix offers solid advice on starting your own game company. The C++ language is used to explain specific programming concepts with added discussion of development with C# and Managed DirectX programming.

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Item Specifications...

Pages   850
Est. Packaging Dimensions:   Length: 9.1" Width: 7" Height: 2.3"
Weight:   3.25 lbs.
Binding  Softcover
Release Date   Jan 14, 2005
Publisher   Paraglyph
ISBN  1932111913  
ISBN13  9781932111910  

Availability  0 units.

More About Mike McShaffry

Register your artisan biography and upload your photo! Mike McShaffry, a.k.a. aMr. Mike, a started programming games as soon as he could tap a keyboard. After graduating from the University of Houston, he worked for Warren Spector and Richard Garriott, a.k.a. aLord British, a at Origin Systems on Martian Dreams, Ultima VII: The Black Gate, Ultima VIII: Pagan, Ultima IX: Ascension, and Ultima Online. Seven years later he formed his first company, Tornado Alley. Mike later accepted a position at Glass Eye Entertainment, working for his friend Monty Kerr, where he produced Microsoft Casino. Ten months later, Monty asked Mike and his newly assembled team to start their own company called Compulsive Development, which would work exclusively with Microsoft on casual casino and card games. Mike served as the Head of Studio, and together with the rest of the Compulsive folks, produced three more casual titles for Microsoft until August 2002. Compulsive was acquired by Glass Eye Entertainment to continue work on Glass Eyeas growing online casual games business. Mike was later recruited to start an Austin studio for Maryland-based Breakaway Games. Mike is currently self-employed, helping teams build a positive, creative and energetic environment so they can do what they do best - make great games.

Mike McShaffry currently resides in Austin, in the state of Texas.

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Product Categories

1Books > Special Features > New & Used Textbooks > Computer Science & Information Systems > Graphics & Visualization
2Books > Special Features > New & Used Textbooks > Computer Science & Information Systems > Software Design & Engineering
3Books > Subjects > Computers & Internet > Computer & Video Games
4Books > Subjects > Computers & Internet > Graphics & Illustration > General
5Books > Subjects > Computers & Internet > Programming > General
6Books > Subjects > Computers & Internet > Programming > Graphics & Multimedia
7Books > Subjects > Computers & Internet > Programming > Software Design > Software Development
8Books > Subjects > Entertainment > Games > General
9Books > Subjects > Entertainment > Games > Video & Electronic Games

Reviews - What do customers think about Game Coding Complete?

Excellent  Oct 18, 2007
As a hobbyist, this book has been immensely useful. I would especially recommend it to anyone at an intermediate level of programming skill making small or medium-size games. In particular, the chapters on initialization, the main loop, and events give a good big-picture view of what a game's structure looks like. If your ideas about game architecture are a bit mushy, this book will likely help you sort them out.
Great book  Sep 2, 2007
although i did not read all the book thorougly, from the topics covered in the book. i can say that it is a very good book and a good reference for almost all your requirements
Great insights from a game development veteran  Aug 7, 2006
Game Coding Complete will teach you how to be a professional game programmer. It assumes that you already know how to program in C++. The tone of the book is conversational, and the author does an excellent job of explaining complex ideas.

This book is filled with practical knowledge hard-won from years of experience. I prefer getting advice from someone who has shipped games, someone with a MobyGames entry. Mike McShaffry qualifies on both counts.

Chapter 18, Debugging Your Game, is a gem. It contains many practical tips that could only have been learned by someone who has worked "in the trenches" on numerous shipped games. This chapter alone is worth the price of the book.

At first, some of the topics included in the book may seem random or unrelated, but by the end of the book you realize that every topic covered is relevant to being an effective game developer.

I know of no better introduction to all the topics that are important to a professional game developer. I use this book in the UW Game Development Certificate class that I teach.
Not the same as Code Complete, but different  Mar 21, 2006
This is one of those books that you need to be able to read some of it first to understand it's value. I've read some unflattering reviews that said the book was entirely inadequate for an experienced developer and they are right. This is not a Code Complete that encapsulates an entire discipline's wisdom. This is a book that talks about the rest of game programming, all the other stuff unrelated to what most DX/OGL/most graphics "games" programming books talk about. Here's a tidbit, why would a physics system be related to the refresh rate of your display?

Another example, using a debugger and interpreting things by a combination of memory addreses, and assembly is pretty arcane fare these days compared to the early days when most programmers needed to do this to micromanage their allocs and stack calls. Neverthenelss this knowledge is invaluable, and even Mike himself mentions he coded for 4 years before running across a debugger (and I don't mean the common step through, step into stuff). There are all kinds of weird but essential (and interesting) wisdom here that cover issues that you can only really run into on a commercial product.

This is essentially game dev mentor in a book. Highly recommended
Serious technical info and process for game coders  Nov 9, 2004
I'm old enough to remember awful books with titles like "Graphics Tips from Game Gurus". From the cover I was worried that this was that type of book. But there is wisdom in the saying "don't judge a book by it's cover". This is a very serious book about both the technical aspects of the job, and the serious non-technical process aspects of the job. As the author says in the first chapter "game programming is freaking hard."

There are well written sections on 2D and 3D programming, including an excellent section on basic trigonometry. There is also some good timely material on working within the Windows framework. I would have liked some more material on 3D engines, but that's a minor flaw.

There are two very solid chapters on process and testing. And a very good chapter on techniques that you can use to survive the death march.

Game programming sounds fun and sexy but it's a very tough gig where the odds are stacked against you. Schedules are necessarily tight. Performance concerns are paramount. And the requirements are prone to change as the game play is refined. This means that all three points of the software project (quality, schedule, requirements) are in play. To survive you need knowledge, tools, wisdom, and a little luck. This book provides you with at least three of those four.

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