MTU Library Catalogue

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Introduction to game development / edited by Steve Rabin.

Contributor(s): Rabin, Steve.
Material type: materialTypeLabelBookSeries: Game development series (Charles River Media (Firm)): Publisher: Boston : Charles River Media , c2005Description: xxviii , 977 p. : ill. ; 25 cm. + 1 CD-ROM.Content type: text Media type: unmediated Carrier type: volumeISBN: 1584503777; 9781584503774.Subject(s): Computer games -- Design | Computer games -- Programming | Video games -- Design | Computer games / online games: strategy guides | Indoor games | Digital LifestyleDDC classification: 006.6 INT Summary: Surveying all aspects of the theory and practice of game development and design, this book is divided into several independent parts, including game programming, game production/design, and the business of game development.
Holdings
Item type Current library Call number Status Barcode
General lending MTU Kerry North Campus Library Ground Floor Main 006.6 INT (Browse shelf(Opens below)) Available 38888000877989
Total holds: 0

Enhanced descriptions from Syndetics:

Based on the curriculum guidelines of the IGDA, Introduction to Game Development is the first book to survey all aspects of the theory and practice of game development, design, and production. The book, which might be used as a text for introductory courses or as a comprehensive reference for game developers and designers, is divided into seven independent parts: Critical Game Studies, Game Design, Game Programming (Languages and Architecture), Game Programming (Mathematics, Collision Detection, and Physics), Game Programming (Graphics, Animation, Artificial Intelligence, Audio, and Networking), Audio Visual Design and Production, and Game Production and the Business of Games. Twenty-seven of the leading game developers, programmers, and designers have contributed chapters that discuss state of the art principles and techniques from the game development industry. The accompanying CD-ROM covers tutorials, animations, images, demos, source code, and Microsoft PowerPoint lecture slides that reinforce the concepts presented in the book. This is a must-have resource for anyone looking to understand the entire game development process.

Formerly CIP. Uk

Includes bibliographical references and index.

Surveying all aspects of the theory and practice of game development and design, this book is divided into several independent parts, including game programming, game production/design, and the business of game development.

Includes CD-ROM.

Table of contents provided by Syndetics

  • Part 1 Critical Game Studies
  • Part 2 Game Design
  • Part 3 Game Programming: Languages And Architecture
  • Part 4 Game Programming: Math, Collision Detection, And Physics
  • Part 5 Game Programming: Graphics, Animation, Ai, Audio, And Networking
  • Part 6 Audio Visual Design And Production
  • Part 7 Game Production And The Business Of Games

Reviews provided by Syndetics

CHOICE Review

Although most subjects in this volume have already been covered elsewhere, this new edition (1st ed., 2005) provides an important addition to the game development field. The treatment of topics is excellent. The book is divided into seven parts, and discusses the history of the field, design, programming, production, and business issues. Each chapter contains a selection of articles that offer interesting insight into fundamental game development technologies. This source will be particularly valuable for instructors looking for introductory materials on specific aspects of game development. It could also be used in capstone courses where students discuss papers from several areas, e.g., algorithms, graphics, software engineering, etc. Students who are beginning to think about their future careers will benefit from studying such a comprehensive collection of papers and discovering an area they are really excited about. Although the number of papers included is quite substantial, no single work can cover every aspect of this field. However, this book will be a useful guide for newcomers as well as those possessing a deep knowledge of the games development area. Reading relevant chapters will introduce gaming professionals to other points of view and may suggest new approaches/solutions. Summing Up: Highly recommended. All levels of undergraduate, graduate, and technical program students, faculty, and practitioners. J. Brzezinski formerly, DePaul University