Average Customer Review:     
| A fantastic "a la carte" tool kit |     | Written by a lot of the top professionals in the industry, each section in this book is like sitting in on a roundtable session at the Game Developers Conference. The contributors here are not giving you just theory that you can think about... they are providing TOOLS that they use in a manner that makes it easy for YOU to use in YOUR code.The only drawback is that there is so much covered in so many different disciplines. You are buying the graphics and networking sections even if you aren't doing graphics and networking. The only way around this would have been to split the books by area... such as Charles River Media did with the "AI Wisdom" book. However, if you cover a lot of areas in your game programming, this book will touch on all of them! I am personally using the "State Machine Language" by Steve Rabin (Nintendo of America), the gem on implementing a simple singleton class, and will be doing a variant on Steve Woodcock's "flocking" gem. Could I have done these myself? Possibly. However, by using the code on the CD and dropping it into my game project, I have recouped the purchase price of the book at least 1000:1! That's not a bad ROI. If you are a game programmer, the book will be of value to you. Should you but it? Ask yourself how much YOUR time is worth... if you can save yourself hundreds of hours for ~70 bucks why even hesitate?
| Shiny gems for all levels of game programmers |     | This book is a collection of articles with game programming as the common theme. It does not cover game design so don't get disappointed about this. The articles cover many of the subjects concerned in game programming and are divided into the following categories: General Programming, math, AI, Geometry and Pixel Effects.Some articles are introductory articles in their field and some are true gems that actually give information that cannot be found anywhere else. The introductory articles are good for those who don't know a field and allows an easy way to learn about it - one that gave me real new insight is Pete Isensee's introductory article about metaprogramming. Of course, if you already are an expert in the discussed field then the article will not bring anything new. The articles are of highly varying quality. Some are excellently written and some not worth the paper they are written on - but all in all this book is a must-have for any game programmer. The articles are also targeted and different reader groups. Some are pretty and easy to understand while others require advanced college math and physics to follow. To beauty of this is that beginners can grow with the book and understand more and more of it as they learn more - while getting an idea of what the field of game programming has to offer. This book cannot be recommended as a book for beginning programmers or people new to game programming. They should read other books first. However, for the serious game programmer it can be highly recommended. If the book only contained its good articles I would have given it 5 stars, but as it stands now it can only get 4. Jacob Marner, M.Sc. Console Programmer, R&D Deadline Games
| A First-Of-Its-Kind Introduction to Game Programming |      | This book is hands-down the best book yet published on game programming. I have yet to find any other book that begins to approach the excellence of Game Programming Gems in terms of the breadth and depth of the subjects covered.GPG will serve as an excellent introduction to a broad variety of game programming techniques for those new to the industry, and an invaluable desk reference and for more experienced game developers. As a 7-year industry veteran, I can't count the number of times the techniques in this book would have proven useful in the past. Of particular interest are Steve Rabin's excellent chapters on the A* algorithm, the cornerstone of (most) pathfinding in computer games. These chapters go far beyond the explanation of the algorithm itself and serve up a host of rare and valuable insights for getting the most out of your pathfinding in an actual game environment. I have no doubt that this book will have a significant impact on the state of the art in the game development community, and one can only hope that this book is only a hint of what's to come.
|