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Game programming gems 6
Dickheiser M., Charles River Media, Inc., Rockland, MA, 2006. 736 pp. Type: Book (9781584504504)
Date Reviewed: May 31 2007

This is the sixth volume of the popular and practical “Game Programming Gems” series. From the first volume, the series has addressed issues as they have emerged; currently, teams are growing larger and increasingly developers are specialists. The series addresses this need by providing state-of-the-art, readily available material for the specialist and handy resources that may be outside your bailiwick. Current machines and player expectations require higher fidelity models and animations, fancier physics and graphics effects, and more intelligent artificial intelligence (AI). The rising expectations of the work of programmers and the greater level of sophistication required demand flexible teams and longer production schedules, especially in light of scripting and data-driven systems. Of course, the biggest issue is cost. The 50-plus articles in this volume address these demands and expectations.

An important fact the book addresses is the collaborative reach of game technology experts who come from various backgrounds and over 20 countries. The experts include gaming experts, as well as experts from outside the industry. Moreover, this collaboration involves nearly every region of the world, including Eastern Europe, Latin America, North America, Singapore, and Japan.

This volume is not recommended for faint-of-heart, newer game programmers, since it does not function as a primer. It is likely that the specialist will pick and choose from the topics covered and the dedicated programmer will learn a great deal by reading more thoroughly. The series is aptly named “Gems,” and there are nuggets galore.

A pragmatic way to find the gems relevant to you is to peruse the seven parts: “General Programming,” “Mathematics and Physics,” “Artificial Intelligence,” “Scripting and Data-Driven Systems,” “Graphics,” “Audio,” and “Network and Multiplayer.” Most programmers will find their particular areas of interest and then look for handy tools in other sections.

“General Programming” is not for the novice, as the name may imply; rather, it involves multiprocessor techniques, unit testing, and security fingerprinting. “Mathematics and Physics” involves all things related to the floating point unit (FPU), central processing unit (CPU), and graphics processing unit (GPU). “Artificial Intelligence” demonstrates current work in cognitive science and machine intelligence, with a strong representation from academia; the AI techniques shown here can be applied in “other systems in the engine.” “Scripting and Data-Driven Systems” is a worthwhile addition to the series. The most popular and emerging languages provide a starting point for your engine with a flexible backbone. “Graphics” combines old and new technologies with numerous sharp techniques. “Audio” includes insightful ideas for advanced uses of the audio system. Finally, “Network and Multiplayer” is another emerging area as global players plug in to play. As the gaming content has increased, so too has the multiplicity of players across networks.

The editor notes that gaming is not just for game developers anymore. Game-based learning, edutainment, commercial and military training simulations, academics, and other “serious games” have all made their mark. The upshot of this newfound attention is that the “noobs” (page xvi, a slang insult for newbies) are starting to put their feedback into gaming. At this point, the implications of this feedback are not clear, but what is obvious is that gaming will be transforming into new and potentially complex areas.

This volume takes into account the complexity of gaming and focuses on providing cutting-edge developments that are of interest to those outside the industry. Another sign of the maturity of gaming is the rise of growth and complexity issues related to the size and intricacy of games. The section on “Scripting and Data-Driven Systems,” along with “Network and Multiplayer,” converge in the two areas of most interest to those outside gaming. Some of the most exciting topics involve these two, especially when converged. A related area of convergence is how AI is of interest to those inside and outside gaming. If coded well, AI can provide the behavior of characters that are seemingly more intelligent and human-like, yielding a more immersive game.

This volume, although replete with complex topics, is readable, relevant, and just about the best in its field. The enclosed CD has source code illustrating points in the articles. The index is useful as well, and includes information on all six volumes in the series. The illustrations are well done and add desirable visual examples.

Reviewer:  G. Mick Smith Review #: CR134340 (0805-0445)
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