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 Wolfgang Engel, et al.
This reference covers the advanced rendering techniques important for graphics programmers in the game and film industries, and will help them implement these techniques with DirectX 10. Intended for people with background in DirectX8 or DirectX9.
by Tim Hartnell - Ballantine Books
Though dated, Hartnell's book is a good introduction to adventure game construction. While the book focuses on BASIC programming, which wouldn't be a programmer's choice today, it offers sound design techniques for the absolute beginner.
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.
by Garry Morse
This tutorial starts with basic issues in the Java language with regard to applets, particularly for beginners or knowledgeable programmers who wish to make online Java presentations or games. The tutorial applets are available for downloading.