by Richard Fabian
Publisher: dataorienteddesign.com 2013
This book is a practical guide for game developers working to create triple A titles across multiple platforms, for independent developers trying to get the most out of their chosen target hardware, in fact for anyone who develops cutting edge software in restrictive hardware. It is a book about how to write code. It is a book written to educate games developers in a coding paradigm that is future proof, unlike the style of coding we've become so accustomed to.
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by Georgios N. Yannakakis, Julian Togelius - Springer
The book is the first comprehensive textbook on the application and use of artificial intelligence in games. It will be used by educators and students of graduate or advanced undergraduate courses on game AI as well as game AI practitioners at large.
by Al Sweigart
This is a programming book that covers the Pygame game library for the Python programming language. Each chapter gives you the complete source code for a new game and teaches the important programming concepts from these examples.
by Hubert Nguyen - Addison-Wesley Professional
This volume provides a snapshot of the latest GPU (Graphics Processing Unit) programming techniques. Readers will find that the latest algorithms create ultra-realistic characters, better lighting, and post-rendering compositing effects.
by Penn Wu - Global Text Project
These notes are designed to help students learn fundamental principles that apply to game programming regardless of the language used. These principles include gathering input from users, processing game data and rendering game objects to the screen.