Sanjay Madhav is a lecturer at the University of Southern California, where he teaches several courses about and related to video game programming. Prior to joining USC full time, he worked as a programmer at several video game developers, including Electronic Arts, Neversoft, and Pandemic Studios. Although he has experience programming a wide range of systems, his primary interest is in gameplay mechanics. Some of his credited games include Medal of Honor: Pacific Assault, Tony Hawk’s Project 8 , Lord of the Rings: Conquest , and The Saboteur .
In 2008, Sanjay began teaching part-time at USC while still working full time in the game industry. After Pandemic Studios was shuttered at the end of 2009, he decided to refocus his efforts on teaching up-and-coming game programmers. His flagship course is an undergraduate-level game programming course that he has taught for more than ten consecutive semesters.
Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry.
Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more.
Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav’s game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on.
Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net.
Coverage includes
-Game time management, speed control, and ensuring consistency on diverse hardware
- Essential 2D graphics techniques for modern mobile gaming
- Vectors, matrices, and linear algebra for 3D games
- 3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions
- Handling today’s wide array of digital and analog inputs
- Sound systems including sound events, 3D audio, and digital signal processing
- Fundamentals of game physics, including collision detection and numeric integration
- Cameras: first-person, follow, spline, and more
- Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning
- User interfaces including menu systems and heads-up displays
- Scripting and text-based data files: when, how, and where to use them
- Basics of networked games including protocols and network topology
發表於2025-02-03
Game Programming Algorithms and Techniques 2025 pdf epub mobi 電子書 下載
中文版地址: https://book.douban.com/subject/26906838/ 這本書是南加州大學本科教材,適閤係統瞭解遊戲編程方方麵麵 利益相關: 譯者 博客:jjyy.guru 140字140字140字140字140字140字140字140字140字
評分書的內容是遊戲引擎架構的簡易濃縮版,基本上概括瞭遊戲開發的方方麵麵。 名字有點嚇人,算法與技巧幾個字很容易讓初學者敬而遠之。不過還是比較簡單適閤入門的,但是還是需要一點編程基礎的。 書中的一些demo的僞代碼還是蠻不錯,有比較好的參考意義。 也推薦想做策劃的看,以...
評分書的內容是遊戲引擎架構的簡易濃縮版,基本上概括瞭遊戲開發的方方麵麵。 名字有點嚇人,算法與技巧幾個字很容易讓初學者敬而遠之。不過還是比較簡單適閤入門的,但是還是需要一點編程基礎的。 書中的一些demo的僞代碼還是蠻不錯,有比較好的參考意義。 也推薦想做策劃的看,以...
評分看的是英文版的電子版,感覺像是overview之類的書籍,對遊戲編程中主要方麵都有提及,但是基本都是簡單的介紹一下。 個人比較喜歡的是第三章LINEAR ALGEBRA FOR GAMES,介紹遊戲編程中用到一些主要綫性代數知識,結閤實際分析,感覺寫得比一般的綫性代數教材易懂。
評分中文版地址: https://book.douban.com/subject/26906838/ 這本書是南加州大學本科教材,適閤係統瞭解遊戲編程方方麵麵 利益相關: 譯者 博客:jjyy.guru 140字140字140字140字140字140字140字140字140字
圖書標籤: 遊戲開發 算法 編程 Algorithms 遊戲編程 遊戲 遊戲開發 開發
Game Programming Algorithms and Techniques 2025 pdf epub mobi 電子書 下載