Jumat, 21 Agustus 2015

Ebook Free Game Programming Patterns, by Robert Nystrom

Ebook Free Game Programming Patterns, by Robert Nystrom

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Game Programming Patterns, by Robert Nystrom

Game Programming Patterns, by Robert Nystrom


Game Programming Patterns, by Robert Nystrom


Ebook Free Game Programming Patterns, by Robert Nystrom

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Game Programming Patterns, by Robert Nystrom

Product details

Paperback: 354 pages

Publisher: Genever Benning; 1 edition (November 2, 2014)

Language: English

ISBN-10: 0990582906

ISBN-13: 978-0990582908

Product Dimensions:

7.5 x 0.8 x 9.2 inches

Shipping Weight: 1.6 pounds (View shipping rates and policies)

Average Customer Review:

4.7 out of 5 stars

150 customer reviews

Amazon Best Sellers Rank:

#32,640 in Books (See Top 100 in Books)

I must chime in with the others. This book is a fantastic book for programming in general, not just for games. It has a crystal clear look at how to be the benevolent architect of a very complicated piece of software without getting lost in exactly how your particular language does something. The code samples are technically C++, but are written so cleanly and stripped of all unnecessary parts that it feels like pseudo-code.Also, you can read the whole thing online right now. It's funny, it's an unbelievable game-maker spirit animal guide, it'll make your code better. Go there, use it, and come back and buy a copy.I bought the hard copy because I wanted this guy to get something for his incredible effort. Also, it looks pretty, and as he says, "doesn't need batteries". On that note, it's incredibly well typeset and laid out.I couldn't be happier with the book.

This is an awesome book that is a must have for any software developer. Though experienced with general programming building boring office software I had always wanted to make video games but always found the mere idea of writing a video game to be an intimidating venture but this book gave me confidence because the author presents the architecture of a game in an easy to understand matter not from an academic perspective but from a perspective of experience given the author used to be a developer with Electronic Arts. The author even mentions some caveats with the patterns presented under certain scenarios and then gives some ideas on how to work around them which is great for an over thinking over engineering fellow as myself. If this book were to have an alternate title it would be, in my opinion; "Game Programming Demystified."Though the contents are available for free on the author's website I bought both the physical book and the Kindle version on release day to support the author's awesome work. As I recall the author started writing this on his own initiative while he worked at Electronic Arts and later published it in book form only after overwhelming demand. I am extremely appreciative of the author's generosity and him taking the time to share his industrial knowledge.

Being based largely on the original set of patterns outlined by the Gang of Four, anyone who has been a software developer for a decent amount of time, whether in the game industry or not, is very likely already at least passingly familiar with the patterns outlined in this book. Even so, I genuinely enjoyed the book's approach to explaining the patterns and how they might be best applied to game development specifically. It is written in a clear and very understandable style, with excellent examples and detailed explanations. Beginning gamedevs should be able to easily implement any of the patterns from first principles in their chosen programming language after reading the book, and even experienced gamedevs will appreciate the straightforward way that this book explains the subject matter.I would strongly recommend this book as essential reading material for anyone new to game development.

We picked up this book in an effort to optimize a game we've been dreaming up and producing for some time. Michael is a high experienced office and audio programmer; but high-end gaming is relatively new. Robert goes into the dirty details of everything that typically slows down, crashes, or generally impedes game programs; and every sneaky trick and design pattern constructed over the last thirty years that neutralizes these problems. Everything from cache misses to garbage collection algorithms is covered, along with a specialized review of a host of famous design patterns and how they apply. He covers their caveats, their trade-offs, and their general effect on profiling.This book isn't meant for beginners to game programming, but it is a step ladder to AAA game design and professional game architecture. We recommend it for any programmer who is new to this field, and can't find anything beyond the standard-game-loop for design advice.

Not only that the book informs the reader by using very specific examples when applying various patterns, but the author made sure the reader is guided from finding the proper solution up until finding possible flaws. While the book can be used as an absolute go to when trying to find a solution to your implementation I would suggest to take the book as an engineering course; it does show a good amount of patterns but doesn't leave those simple. It strips the pattern "it's shell" showing the good and the bad, where it can be applied and how, where it would fail and why, how to mitigate and further more. The book also contains code examples written in C++, but well organised and written such as even with 0 C++ experience, one could 100% understand! Additionally the book feels like a conversation with the author due to the pitch perfect puns and parentheses. The author's game development experience is shared among those rows.

I have been needing this book for a long time. Beginning game programming books are good to get you up and go ing, but they can neglect the techniques discussed in this book that take your game programming to the next level. I really appreciate his chapter that covered interpolation, that's something that has always been a challenge for me to grasp, and his book has helped my understanding. Additionally his discussions of design desicions as they relate to the pattern under discussion is excellent. I also appreciate his discussion on the service locator pattern and his cautions on the sington pattern. I am close to finishing the book, and I have enjoyed it like no other technical book. I have already applied some of the patterns to a game I am writing for my son. Thanks Robert for this good book!

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Game Programming Patterns, by Robert Nystrom PDF

Game Programming Patterns, by Robert Nystrom PDF

Game Programming Patterns, by Robert Nystrom PDF
Game Programming Patterns, by Robert Nystrom PDF


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