New Riders, 2003. - 960 p. ISBN10: 0735713634, ISBN13: 978-0735713635 This is a detailed guide to game design and planning from first concept to the start of development, including case studies of well known games. Originally published in 1999, Game Architecture and Design, has been updated by the original authors Andrew Rollings and Dave Morris. They tap back into what they...
Paraglyph Press, 2004. - 256 p. ISBN13: 978-1932111972 A Theory of Fun for Game Design is not your typical how-to book. It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging,...
Addison-Wesley Professional, 2007. — 1008 p. This third volume of the best-selling GPU Gems series provides a snapshot of today's latest Graphics Processing Unit (GPU) programming techniques. The programmability of modern GPUs allows developers to not only distinguish themselves from one another but also to use this awesome processing power for non-graphics applications, such...
Explains Direct3D in clear, understandable language. Appeals to software developers interested in writing any type of 3D application for Windows 95, from hobbyist to professional. Emphasizes development of many types of software, not just games. Includes plenty of demos enabling readers of varying skill levels to create source code ideal for their needs. Includes a body of code...
The Morgan Kaufmann, 2005. - 621 p. Third Edition, Revised. ISBN10: 0123706068, ISBN13: 978-0123706065 The performance of software systems is dramatically affected by how well software designers understand the basic hardware technologies at work in a system. Similarly, hardware designers must understand the far reaching effects their design decisions have on software...