Game Design Books
Related Subjects: Designers Development Tools and Software
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mistakesReview Date: 2008-08-13
How to use a great intro into Java game programmingReview Date: 2008-08-10
How to use this book: If you already know some Java, but you want to get into game programming, you can just pick up the book as a standalone tool. The descriptions are simple enough that you can figure out what you are actually doing. If you want to learn Java and Java game programming, do not ONLY use this book. However, I wanted to learn both, so I picked up this book along with a "learn Java" book, which is a deadly combo! This book has been great for helping me visualize how the code can look for a game, see the relevance to what I was learning in my "learn Java" book, and have a little fun with programming. I switch back and forth because my "learn Java" book explains in detail what the heck I'm doing, while Game Programming for the Evil Genius keeps me interested in learning Java. Also, if you want to create games yourself, but couldn't give a hoot about learning the code behind the game, this book may be for you (though I don't quite understand you!). With this book and limited Java knowledge, you can create these games, monkey with them a little bit, and pretend like you've accomplished something!
Side comments: Not all of the code in the book is completely accurate (as is always the case with programming books). However, if you can't figure out what is wrong with your program, you can always download a working program from the book's website and compare the code. Also, I can't stand NetBeans. The book suggests you use NetBeans (which some people really like), but I used Eclipse SDK, which is also free (www.eclipse.com). Use whatever makes sense for you.
Closing remarks: This is a great book to have some fun with Java programming. You are NOT going to create the next Halo or some complicated game, but you will learn some Java game programming essentials. If you use this book in the right way (detailed above), you won't regret your decision. Also, this book is for anyone interested in learning Java game programing, no matter your age group. It would be great for teens, and anyone older (I'm in my mid twenties). Sound like a salespitch? Maybe. But I'm glad I stumbled across this book and the good reviews I found!
Five Stars for This First EffortReview Date: 2008-06-19
Awesome Gaming Book -- Java Rules!Review Date: 2008-08-17
The book goes one line of code at a time with illustrations. It starts simple and gets more intense. But as long as you take your time it works perfectly. Every time I thought there was a mistake in the book I went over it again I figured out it was mine!
I've been programming for over a year and I haven't found a better book to learn Java from.
Awesome and outstanding! I hope there's a volume 2.
Good for beginning programmersReview Date: 2008-06-28

Used price: $6.78

a Disk version is wanted for the textReview Date: 2003-11-28
No Better Book to Learn FromReview Date: 2001-03-29
Comprehensive Introduction.Review Date: 2001-01-20
Very toughReview Date: 2004-12-21
I am not saying it is a bad book or something, but it is targeted to people who have some experience with computer graphics.... (e.g: for people doing graduate studies in computer graphics) As for me, my first encounter with computer graphics in this book made me hate the topic so much. The book makes you feel that graphics involve so much mathematics, especially analytic geometry. It is so hard as an introduction to the topic of Computer Graphics.
I would not recommend this book at all as an introduction to computer graphics, it may be good for those who have some (actually a lot) of experience in this so advanced topic.
classicReview Date: 2003-10-08
It's generally very easy to read and very informative. It has a good progression of topics that introduce the reader to graphics programming concepts.
The thing I most like about this is that it covers much of the foley and van dam book, but avoids the many irrelevant sections and is a little more to the point. It's like a more concise reference to that book, which is also one that I would recommend.
The only thing I don't like about the updated version is the new layout, typeface and style. The old version just seems so much more appealing to me.
If you program game or computer graphics, then this is a reliable book to have in your collection.

Used price: $10.91

A decent book on digital pano photographyReview Date: 2008-08-18
If you are fairly familiar with Photoshop, I totally recommend this book. It'll give you ideas to have fun and play with.
Better off reading off the InternetReview Date: 2008-07-29
Assembling Panoramic Photos: A Designer's NotebookReview Date: 2008-06-13
I found this book to be a great book on artistically making PANORMIC Photos, and More...Review Date: 2007-10-06
It is an excellent book in showing different techniques as well as the art of "Assembling" Panoramic pictures. But it is also a work of art in helping you get an idea of the artistic and somewhat abstract way of doing this.
I followed the techniques, for example taking multiple shot of the same subject and then assembling that together, as another example I used the planning that is pointed out in this book, and multiple shots from the same view to make it super high resolution.
I used PhtotoShop for the "Stitching" and I got the same outstanding results.
This is a Great book for photographers.
Bruce Razban
Silicon Valley, CA, USA
Small but really usefulReview Date: 2007-02-11
In the beginning i read it very quick but then i discover more more than even in the smallest paragraph there is a nice tip.
The only "bad" is that most of the writers use realviz stitcher as main stitching program. Why this is "bad"? Because the program costs more than 400 euro. There is also a express release around 100 euro but with limited use.
But the tips and tricks are still there. I personally use PTGui with Pano2cube software and i can use most of this books advices. it is highly recommended for the photographer he wants to involved in panoramic photography.

Used price: $4.24

Best crochet bead book around!Review Date: 2008-08-04
OK info but creepy picturesReview Date: 2008-02-09
very inspirationalReview Date: 2007-10-17
Kinda CreepyReview Date: 2007-07-21
I guess some consider the projects tasteful but I think the majority of them are very old fashioned and I am a 66 year old grandmother! My main objection to this book are the photos of young girls dressed up with lots of makeup wearing these 'jewels'. This is where my review title comes in. These pictures are far too reminiscent of that poor child, JonBinet Ramsey, and therefore Kinda Creepy!
pretty pictures but not alot of "guts".Review Date: 2007-04-10

Used price: $8.00

What a P.o.S.Review Date: 2007-02-28
SciReview Date: 2006-04-27
A collection of beautiful imagesReview Date: 2007-01-06
Also, it seems a little outdated now, even though the copyright says 2004.
My opinion is do not waste money on some collection of outdated artwork and look for something else.
It is goodReview Date: 2006-02-17
Good book on CG art.Review Date: 2005-10-13

Used price: $6.88

Best book on game designReview Date: 2007-07-14
There were a lot of thought provoking ideas on how to make a
game that isn't just geared to pre-teen boys.
An insulting and poorly handled treatment of an important subjectReview Date: 2005-07-11
Several anecdotes throughout the book cast men as crude, immature, and violent neanderthals. At the same time, it portrays women as nurturing, mature, and sophisticated. If the target market were embittered women with a bone to pick with the opposite gender, the author's approach would be appropriate. Unfortunately, I find myself disgusted rather than convinced.
I admit that there is some interesting and eye-opening information in the book. However, this information is infested with insulting material and poorly handled and delivered scholarship. In reading the text it becomes obvious how unwieldly good information is when placed into the wrong hands.
The title may as well be: "Catching Flies with Vinegar: How Ugly, Brutish Men Can at Least Appear More Sympathetic to Women in the Sexist, Violent Games They Make."
The book states that women are more comfortable with indirect communication than direct confrontation. If we are to take that into account, what motivates a book that is titled "Gender Inclusive Game Design" and proceeds to insult the male gender again and again comes into direct focus.
A personal account revealing directly the motivations of the author's feelings and intentions would have been honest and understandable. I would have sympathized. What we get, however, smacks of vendetta while it pretends to objectivity.
Noticing this, indirection then becomes underdstood as a euphemism for lying to both oneself and others.
Female gamer and designer hereReview Date: 2006-08-16
Which made arguing my point with the men I worked with rather challenging, since the ratio of men to women at work was so much greater, and I was frequently told, "women just don't play games." Which I knew to be patently false, as there were and still are several online forums and sites run by women gamers. There just weren't that MANY of them at the time, so no one was interested in giving a player a choice in gender.
Times have changed, and many games offer up male and female characters, so it's rather easy for a woman to play a decent, strong, female character. I believe that there are more female gamers today than there were, say, 10 years ago. Perhaps that is because the younger female generation is getting turned onto computers instead of make up, clothes and popularity contests like they were in my generation. Then again, perhaps I'm just reflecting upon my own personal experience here.
I'm not sure I believe the 70% ratio (women to men) where "causal online gamers" are concerned. I am still quite a gamer, and do not experience that ratio in any of the MMOGs that I play. I feel that the number is more like maybe 15% F/M, as that is what I've experienced over the years - I'm being generous here, too. (Does that percentage include Pop Cap games, perhaps? Online card games? If so, that's a completely different beast.)
All in all, I do feel it is important for there to be games that allow both genders to play strong characters of both sexes. There are girls out there who game, and they deserve to have games available that allow them to create and play what may very well become a strong role model for them - as for many of us, our characters are simply an extension of ourselves.
Important subject - poor analysisReview Date: 2007-07-05
- Don't use stereotype or hypersexualized avatars
- Provide a well-designed tutorial
- Don't force the player to resort to confrontational resolution of conflicts, provide non-confrontational options
- Females only respond physically to emotional and tactile input, males only by visual input - so include an engaging back-story in the game
- Males prefer punishment for errors in a game, females prefer forgiveness
- Females want non-zero-sum (mutually benefitial) game designs
- Males want to conquer the computer, females want to work with the machine - so don't include hidden benefits that you have to "explore" the interaction space to uncover (e.g., hidden combos in fighting games)
The research results quoted are, when not of questionable quality, often taken out of context. Graner Ray also has a tendency to generalize from isolated anecdotes, which doesn't help. Another problem is that much of the research is dated: some of the games research quoted is from the 1980s and is surely not relevant today! Because of its publication in 2004, the book does not foresee the cross-gender success of titles such as World of Warcraft, and it only consideres the North American market: Europe and Japan are ignored altogether.
Game designers that wish to expand the market for their products to include women probably won't have much to gain by reading this book. Since they already have the necessary motivation, they will acquire more relevant information from well-executed market research and focus group testing than from this book. The book may be an eye-opener for game designers who have never considered women as potential buyers, though.
Brass TacksReview Date: 2005-12-16
The scary thing is that most of the changes she's proposing to games are relatively non-intrusive and easy to make, as long as designers are involved in the games from the beginning. Good read. Opened my eyes a bit to some issues I never considered before. What if the player is female, indeed.

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Great Read.Review Date: 2007-05-13
Great reading, but touches only the mainstream gamesReview Date: 2007-02-09
But if you forget this flaw, it's really a great and satisfying reading, and the author constructs the text very well. Worth your time. It's a four star book, but I'll give four and half stars (five in Amazon) because it's a good and very little explored theme.
Gaming History in the eye of the beholder...Review Date: 2006-08-20
The boot has very useful information for video game collectors and researchers who are looking for information related to mostly Nintendo oriented lore. I stress its for game collectors and researchers vice enthusiasts. Enthusiasts are looking to be entertained as well as informed and this book does very little entertaining. I found my self reading parts of the book over the course of several months. It just wasn't the page-turner that some other visual treats like "High Score" were. All in all it was worth 13 bucks, however I liken it too a History book on the 20th Century, with key events missing like World War II! Sega is not even mentioned as a footnote! Phantasy Star, Shining Force and several other important events in Gaming History never even captured the interest of the author, and it painfully shows here. Three Stars.
narrow scope, but an interesting read. Review Date: 2006-04-12
for example, they author segues straight from talking about Ninja Gaiden to NOJ/NOA's localization process and standards for content. he mentions that religious iconography, drug use, etc, are all prohibited from being portrayed in Nintendo software, and the list of prohibited content includes cigarette smoking.
the author fails to note the irony, however, that in the aforementioned game there's a bad guy leaning against a light post smoking a cigarette he throws aside before dashing at you. i can only assume it slipped past the censors without them catching it, but my friends and i had noticed it years ago and marvelled that it had been made it through the review process intact.
it's these kinds of things that make me feel like this book is a good general source, but anything deeper than a surface look at the topics covered would require some additional reading/sources.
there are quite a few nuggets of interesting trivia in here - more than enough to make a gamer smile (dragon quest being legally prohibited in Japan from selling on any day except Sunday or a holiday, for example). my copy was a gift; i can attest that it makes a fine one.
Too short and too shallow, but basically worthwhileReview Date: 2005-09-14
Still, on the whole I'm glad I read this book, and I hope Kohler's stated desire to encourage further such works is satisfied; there is clearly much more to say.

Used price: $18.00

Extremely useful and interesting, but not technical enoughReview Date: 2004-04-18
Code samples in C and RenderMan are given throughout, although most algorithms are given in only one of those languages. This can be a bit of a problem, as many readers will probably not have access to a RenderMan implementation. Nevertheless, it is not too difficult to translate the RenderMan code into C code in many instances.
The biggest drawback to this book is its lack of rigorous technical coverage. The decision to omit many mathematical details was a conscious choice on the part of the authors. Instead the book is mostly prose discussion of the techniques and the coarse descriptions of the underlying concepts. Although the prose is mostly clear, many times I felt myself in need of more specific, technical details. Fortunately, the book's authors are the primary researchers in this field and most of the ideas in the book have been published in academic journals. It was very easy to supplement the book with these primary sources.
Overall I found this to be a very interesting and useful book, with many algorithms essentially ready-to-run right out of the book. It would get five stars, except for the lack of technical and mathematical details mentioned above. Every serious worker in graphics needs to have this book on their shelf. I use mine often.
hits and missesReview Date: 2002-03-04
This could easily have been a lot betterReview Date: 2001-12-06
The most glaring is that a significant number of the examples are coded in the "Renderman shading language". This language serves, in this book, to hide detail, detail specifically related to producing textures. Of course, if you know the language, you're fine - but most won't know the language and so this is a grievous error.
By way of welcome contrast, other examples in this same book are instead presented as C code fragments or functions. That's just the ticket - using a broadly known, freely available, relatively low-level language with no recourse to unknown hidden graphics functionality is precisely the way to go when explaining ideas in the domain of those this book is intended to convey.
The second problem is one of content. While being concise to the level of a math text is not desirable, this book contains a very sparse field of useful information considering the number of pages. The margins are too wide, the text too large, the form factor of the book too small, and the authors too wordy to possibly convey a good basis for texturing in general - it is a broad and fascinating field, touched only in the briefest and most unsatisfying manner by this book.
I do take issue with the reviewer who complained about the exposition on how to make a brick texture; that area of the text, while it may be already quite familiar to many who are interested in texturing, contains precisely the level of detail that needs to pervade a book of this type, and detail about steps that underly critical basic texturing ideas. Without understanding those basic texturing tools, a novice misses the first step on the stairs and fall on their face. The problem is, this approach is not consistent for more complex ideas in this volume, few as those actually are.
The book is entitled "Texturing and Modeling". While there is a moderate amount of texturing information in it, whatever you do, don't get it if modeling is your goal. It is very nearly devoid of modeling information, and what there is (smoke, a planet simulation, a few other items) is very basic indeed.
Finally, as a general critique, the authors (all of them) need to learn the basic idea that when presenting a function in any language to a new audience, one should precisely define the domain (and rationale) of the inputs and outputs of the function. As an example, one might encode the function for Perlin noise, and have no idea whatsoever as to what values to feed it to get particular types of results. For those of us who can read and understand what the function is actually doing (which is esoteric, make no mistake about it) the answers will eventually be illuminated by careful study of the function. However, this is very advanced material, and I am absolutely certain that many readers will be unable to figure out how to effectively use this function without a great deal of trial and error. You can also read that as "wasting a great deal of their time." That is because they won't be learning anything that could not have been conveyed by the author(s) in a single short paragraph of domain information.
In summary:
The 2 stars is because I didn't think this was a very good book. On the other hand, it is one of the very few books that deals with the subject at all, and for that reason, you should definitely own it if textures are an interest of yours.
If you're newly interested in textures, this will give you a basis for further exploration. It won't give you a cookbook by any means.
If you're looking for cookbook and "how to" approaches, get on the web and the newsgroups.
Finally, if you're considering writing a good book about creating textures, by all means, please do. The world needs a good one: this most definitely isn't it. I'd be delighted to be one of the first owners of your new book.
A low-level intro to procedural graphics coding concepts.Review Date: 2005-03-11
The authors cover a very large array of topics in the field, including many pertinent code examples, mostly in the RenderMan shading language. It focuses on the groundwork of the field from the first texture maps in the 70's onward, with a cursory mention of the state of the art at the time of publication.
Representative text:
"The particular kind of fractal we're building is called fractional Brownian motion, or fBm for short. fBm is characterized by its power spectrum, which charts exactly how amplitude relates to frequency. Oops! Pardon me - I'll knock off the math."
"Long ago I gave this idea the wonderfully unpretentious - not! - moniker "generalized Impressionistic texture," or GIT for short. (We need more TLAs - threeletter acronyms.) The GIT matrix generator system takes the form of a time-varying swarm of color samples in a color space, usually the RGB color cube."
An E for effort but not expositionReview Date: 2006-11-26
An example of the authors' inconsistent narrative style is this: Chapter two goes into great detail on the obvious - clamping, antialiasing, and the brick wall texture. In chapter 15 on "Fractal Solid Textures", the authors brush over the complex issue of how to produce fire, water, wind, and rocky terrains. Also, the vast majority of the time, rather than show the procedural modeling with pseudocode or with a high level language such as C, the authors choose "Renderman", which is unfamiliar to many people and makes the included code useless to those uninitiated in that language. Plus, in many cases Renderman has functions that hide the details of particular algorithms. This is counterproductive, since the algorithms are supposed to be the point of this book in the first place, or at least I thought that they were.
My advice to people interested in this subject is to skip this book unless you can find it at a greatly reduced price and look online at Elias Hugo's webpages on procedural modeling. Mr. Hugo explains the authors' techniques much better than the authors themselves do.

Used price: $0.69

Money badly spentReview Date: 2003-06-06
Lots of pretty pictures, poor tutorialsReview Date: 2000-05-23
My Favorite Max bookReview Date: 2001-04-13
He covers a lot of great stuff in this book including all the new things that R3 has. Including Flex, the new material options, plus it has some sweet models you can try. Like the SR-71 Blackbird, and an alien.
The CD that comes with is also the best to come around in a long time. It includes a bonus material library, hordes of free plugins including Greeble!, lots of free maps and chapter files. The Cd itself is worth the 40-50 bucks.
This one is worth the money!
Great Book with Cool Textures, Models and Plugins!Review Date: 2000-07-26
A given in anyone's libraryReview Date: 2000-05-13

Used price: $23.05

No Working Companion Site as Advertised on the Book CoverReview Date: 2005-11-10
Excellent resource for CorelDraw 12Review Date: 2006-03-01
Coreldraw 12: The Official GuideReview Date: 2006-03-16
bad paradigmReview Date: 2005-12-19
I suppose if one has experience with Corel or the Adobe products, this book makes sense and probably covers all the bells and whistles. But if you're a relatively computer literate person who just wants to learn how to use CorelDraw 12 from the ground up, get a different book.
DB
Companion site works fine!Review Date: 2005-11-28
One reviewer mentioned he had troubles with the companion Web site, but we've never had a problem downloading the files. We follow the Downloads link and locate the book from the alphabetized list. It's a couple of clicks at most.
Related Subjects: Designers Development Tools and Software
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