Game Design Books
Related Subjects: Designers Development Tools and Software
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This is what the book isReview Date: 2007-11-08
The State of the Art as it Exists TodayReview Date: 2006-03-30
Computer gaming software also continues to grow, perhaps even faster than gaming itself. Because of the rapid state of software development, no one author could possibly keep up with all of the changes that are taking place.
So in this book Steve Rabin, of Nintendo of America has gotten almost sixty of the most advanced gaming software developers to write articles explaining the state of the art as they are helping to develop it. The writers come from a mix of software companies, universities, independent consultants, and game hardware developers. This is the state of the art in the development of artificial intelligence for games.


Cute stickers you won't find any where else!Review Date: 2001-04-21
Stickers With A TwistReview Date: 2000-04-06

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A Must-Have for Fans of Video Game ArtReview Date: 2007-08-06
5 Star Drawing Referance !!!!Review Date: 2007-07-01

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Not just a coffee table bookReview Date: 2004-11-19
great referenceReview Date: 2005-08-15
Further to this, although lacking in technical information (try 'Japanese game graphics' for a more technical book), the artists and level developers have provided some great information on *why* the specific art direction was chosen, and the ideas and philosophy behind the art, and various associated elements such as mood, lighting and camera.

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A recommended pick for any programmer interested in designing a successful video gameReview Date: 2006-01-03
design and storyboarding are vitalReview Date: 2005-09-05
Now before irate programmers start dumping on me, let me point out that game programming has advanced to the point that a lot of software techniques for photorealism, say, are now standard. You have these, and so your competitors. And if you are developing for a given platform, well so too are others. So coding is necessary but not sufficient for a successful game.
Hence the book rightfully stresses the design and storyboarding aspects. Which are actually long established techniques from traditional analog animation (cartoons).

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Beautiful DesignsReview Date: 2008-05-25
intriguingReview Date: 2007-12-11

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Great gift for young children- almost perfectReview Date: 2006-02-02
Cinderella NanaBanana coloring bookReview Date: 2000-03-28

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A SOLID discussion of colllision detectionReview Date: 2004-05-13
After the first chapter's brief introduction and overview, the second chapter details the required concepts of the text. Generally, the collision detection algorithms presented in the book operate convex objects. As such, methods are described to decompose complex shapes into various convex primitives such as spheres, triangles, and boxes. Lastly, some consideration is given to collision response, performance optimizations through frame and geometric coherence, and problems arising from floating point error in calculations. The chapter is heavy in mathematics and notation and makes for a slow and sometimes tedious read.
Chapter three introduces algorithms for various types of primitive collisions through four broad categories: spheres, axis-aligned boxes, separating axes, and polygons. Each category contains an algorithm for various primitive combinations. For example, under the sphere category the routines presented are sphere to sphere, ray to sphere, and line segment to sphere. The each algorithm is well described mathematically then some pseudo-code is provided to illustrate the implementation. Performance is considered when selecting an algorithm and in its implementation. However, each category's primitive combination type presents just one algorithm. While other sources for algorithms are well-cited throughout the book, it would have been beneficial to compare multiple collision algorithms based on various scenarios to explore the topic completely. The SOLID library uses the routines chosen and presented in the text.
In chapter four, convex objects are considered. Van den Bergen considers both single-shot and incremental algorithms designed to perform several types of proximity queries on polytopes. In particular, each algorithm's computational complexity is provided and references are given for additional detail. The bulk of the chapter is devoted to discussion of the Gilbert-Johnson-Keerthi (GJK) algorithm which is used to determine distance and collision of general convex objects. The GJK algorithm is an iterative distance routine but can also be applied to general convex objects. Additionally, the GJK algorithm can exploit frame coherence to improve its performance roughly equivalent with other incremental methods.
Chapter five discusses data structures that reduce the scope of collision calculations during run-time. Through a combination of spatial partitioning, model partitioning, and frame coherence (an assumption that motion is generally smooth and changes per frame are small in a given scene), optimizations can be made to reduce overall computational time in calculating pair-wise collisions between the various types of polyhedra. Each section presents several partitioning methods and provides a case study regarding their performance with a test bed of complex objects to help highlight the performance differences.
Chapter six discusses SOLID, a Software Library for Interference Detection, which is included on the CDROM. Under development for the past seven years, the chapter provides the goals, an overview, design decisions, and restrictions of the library. In fact, the material presented in the preceding chapters is implemented as the SOLID library. The source code to SOLID is provided on the CDROM helps solidify the algorithms and discussion presented in the text. Finally, the last chapter describes the current limitations of collision detection and considers future research areas where further improvement might occur.
Overall, the book does an excellent job presenting the challenges and necessary considerations when designing a collision detection system but not in a manner that is approachable by everyone. Developers capable of appreciating the mathematics and theory will benefit from van den Bergen's description of his insights and experience which ultimately culminate in the design and construction of SOLID.
Must Have book for your 3D geometry programmingReview Date: 2005-11-10

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Beautiful and InformativeReview Date: 2007-09-29
A nice tip bookReview Date: 2007-04-03

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The first good review of this subjectReview Date: 2008-02-25
The quality of the images they present are unquestionably impressive. They also readily admit the technique is not based on any botanical understanding of tree growth processes.
If you are looking for a book about solutions to the problem of procedurally modelling botanical trees then this book is exactly what you would wish for. If you do not wish to pursue the ideas the authors themselves present there are other techniques that are worthy of attention.
beautiful and strange plantsReview Date: 2005-09-05
Amongst related methods to fractals covered here is that of iterated function systems. This has been heavily espoused elsewhere by Michael Barnsley, in his book of that name. In that book, IFS were used more for backgrounds and abstract images. Deussen takes the IFS and shows how it, on top of fractals, can give rise to beautiful and strange plants.
Quite aside from the maths of the book, you can readily appreciate it for the wonderful esthetic imagery.
Related Subjects: Designers Development Tools and Software
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Since what this book is isn't exactly obvious from the description, i figured i should explain it.
Like the first two volumes, this book is a collection of articles, generally 5-10 pages each. The book is roughly 800 pages long, so that's a lot of articles.
Each article is on a different topic and most are written by different people. A handful of authors wrote two articles, but realize that a *lot* of people contributed to this, and each is an expert in different areas, have different writing styles and represent different games.
i believe most of the authors are professional game AI developers who've worked on big name games. There are also articles by professors and game AI hobbyists (who shortly after writing in this series became professionals). Most write in a way you can understand, a few state things very simply, a few others use math and Greek letters and other things that give me headaches. The vast majority of articles are practical articles, not theory, and there's a fair number of examples (with code) given on the included CD.
Because the articles are small, they tend to be focused on a single topic such as navmesh generation, path smoothing or player prediction through n-gram analysis. Since there are so many, the topics cover all sorts of things, from camera movement systems to baseball games to squad FPS tactics to steering race cars to generating random numbers with a normal/Guassian distribution. My favorites are the ones where a developer discusses some bright idea he had for a game and how it backfired on him.
Given the sheer number of articles, it is almost guaranteed that you will find several articles that you don't like, several you don't understand, several you don't care abot and several you can't believe you lived without. If you're like me, you'll find one or two articles that are worth the purchase price of the book all by themselves.
I suppose i should mention that i wrote a couple of articles in this series (though not this volume), so i'm obviously biased, but this really is a very good series. i probably should give it a 5 but i don't like giving 5s and, besides, not every one of the ~100 articles was excellent, just a lot of them.
Now here's the important part: i teach a video game AI class and i don't use this book. Why? Because this is not a text book on how to write AI. It does not cover every topic a beginner needs to know to write a game. It does not build up a single example, walking you step by step through making a game. It most certainly dosn't teach you how to program. In many respects, this is a book written by professionals for professionals. It's a "tips and tricks" book. The assumption is that you know how to program or design a game. You don't have to be a genius to use this book, but it's not a cookbook or Dummies book either.
There are a lot of other books on AI, most of them all-in-one, how to write AI books. Personally, there's only one or two i'd recommend, and none i couldn't live without. But i really don't think i can stress enough just how valuable this particular series is.