Free download Game Coding Complete Fourth Edition in PDF written by Mike McShaffry, David “Rez” Graham and published by Cengage Learning.
According to the Authors, “The first edition of this book was published in the summer of 2003, just as I was making some big transitions of my own. The first edition gave me a chance to stand back and show programmers what really goes on in the world of game development. Writing the book was a challenge, but the rewards were many. I heard from programmers all around the world who enjoyed the book and found the stories, insight, and programming tips to be helpful. The second edition was almost a complete rewrite. The book went from around 700 pages to 1,110, and it was more popular than the first edition. In 2009, the third edition added AI, multi programming, Lua, and C# with the help of my friends James Clarendon, Jeff Lake, Quoc Tran, and David “Rez” Graham.
The book has never included a CD because the source code will get fixed and tweaked even as this book goes to press and long thereafter. Good suggestions and fixes even come from readers like you. Grab the code from the Game Code website (or the publisher’s), and you’ll be assured of getting the latest source code and information.
The book is organized into four parts:
- Game Programming Fundamentals (Chapters 1–4): Exposes some stuff that you’ll want in your game programming toolbox, like a good random-number generator. It also introduces the major components of games and how they interact. After you read the chapters in this part, you’ll have a good working knowledge of the real architecture that game developers use.
- Get Your Game Running (Chapters 8–9): It ’s now time to learn how to get all of the main building blocks of your game together, including the initialization and shutdown code, the main loop, game actors, user interfaces, and input device code. You’ll find your first meaty game code examples. Often, many programming books just gloss over this stuff and jump right into the cool 3D code. But, in reality, this is the stuff you really need to know to create a successful game, no matter what type of game you want to build.
- Core Game Technologies (Chapters 10–18): The tougher code examples are in this section, such as 3D programming, scripting with Lua, game audio, physics, and AI programming.
- Advanced Topics and Bringing It All Together (Chapters 19–24): In this section, you’ll find chapters on networking, programming with threads, creating tools in C#, and bringing all the code in the book together to make a little game. You’ll also see some great debugging tricks and an entire chapter on how it feels to be there when you release a commercial game.
If you’re a programmer and you’ve had some game programming experience, you’ll be able to follow along nicely. Take a moment to flip through the pages, and you’ll see this book is written for programmers. Non programmers could probably get something from the book, too, but there is more code in this book than non code. The code is written in C++, Lua, and C#. If you don’t know these languages, you’ll probably struggle a little with the code samples, but I’ll bet you can get enough from the comments and the explanations to get your money’s worth.
Table of Contents
- What is Game Programming Really Like?
- What’s in a Game?
- Coding Tidbits and Style that Saved me
- Building your Game
- Game Initialization and Shutdown
- Game Actors and Component Architecture
- Controlling the Main Loop
- Loading and Caching Game Data
- Programming Input Devices
- User Interface Programming
- Game Event Management
- Scripting with Lua
- Game Audio
- 3D Graphics Basics
- 3D Vertex and Pixel Shaders
- 3D Scenes
- Collision and Simple Physics
- An Introduction to Game AI
- Network Programming for Multiplayer Games
- Introduction to Multi-Programming
- A Game of Teapot Wars
- A Simple Game Editor in C#
- Debugging and Profiling Your Game
- Driving to the Finish
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Also Available: Fundamentals of Computer Programming with C# (C Sharp)