Beaucoup de gens sur de grands forums de programmation(FlipCode, GameDev) m'avaient dit que ce livre était un must . Je l'ai acheté et, je dois bien avouer que c'est en effet un must ... Ce livre est on ne peut plus complet et il aborde beaucoup des sujets d'inquiétude d'un programmeur(Occlusion culling, CATMULL-ROM, IA, etc.). Néanmoins, celui ci ne suffira pas pour créer un moteur complet mais je peux vous assurer qu'il vous aidera vraiment dans le developpement de vos jeux vidéos ... Un petit conseil : révisez bien vos mathématiques : vous en aurez besoin !!!
Dans la lignée des Graphics Gems, ce livre est indispensable à tout programmeur débutant dans le milieu du jeux vidéos. En effet, il aborde tous les domaines importants de la programmation de jeux vidéos, et en particulier l'I.A., les Maths et les techniques de programmation. Vivement le 2...
Commentaires client les plus utiles sur Amazon.com (beta)
Amazon.com:4.4 étoiles sur 5 42 commentaires
59 internautes sur 61 ont trouvé ce commentaire utile
5.0 étoiles sur 5A First-Of-Its-Kind Introduction to Game Programming17 septembre 2000
Par Paul D. Tozour - Publié sur Amazon.com
Format:Relié|Achat authentifié par Amazon
This book is hands-down the best book yet published on game programming. I have yet to find any other book that begins to approach the excellence of Game Programming Gems in terms of the breadth and depth of the subjects covered. GPG will serve as an excellent introduction to a broad variety of game programming techniques for those new to the industry, and an invaluable desk reference and for more experienced game developers. As a 7-year industry veteran, I can't count the number of times the techniques in this book would have proven useful in the past. Of particular interest are Steve Rabin's excellent chapters on the A* algorithm, the cornerstone of (most) pathfinding in computer games. These chapters go far beyond the explanation of the algorithm itself and serve up a host of rare and valuable insights for getting the most out of your pathfinding in an actual game environment. I have no doubt that this book will have a significant impact on the state of the art in the game development community, and one can only hope that this book is only a hint of what's to come.
32 internautes sur 33 ont trouvé ce commentaire utile
5.0 étoiles sur 5An instant classic!2 janvier 2001
Par Amazon Customer - Publié sur Amazon.com
This book is a must-have for all who are serious about game programming. The book is a collection of some choice articles concerning game programming. One warning, however, is that these articles were written by professionals to (for the most part) professionals. If you are just starting out in the game programming field, be warned that the purpose of this text is not to teach you how to program games, but rather techniques for producing effects, good AI, etc. A better book for the beginner would be Tricks of the Windows Game Programming Gurus by Andre LaMothe.
14 internautes sur 14 ont trouvé ce commentaire utile
5.0 étoiles sur 5Uncovering a GEM.....24 août 2000
Par Un client - Publié sur Amazon.com
Wow...this book covers so many areas. In AI alone, it covers A*, an FSM machine class, Game Trees, 3D movement and pathfinding, flocking, fuzzy logic, and a neural-net primer. It contains other great algorithms on real-time shadows, real-time terrain generation, interactive simulation of water surfaces, wavelets, and many other topics. Definitely a good book to own if interested in game programming or 3D graphics in general.
15 internautes sur 16 ont trouvé ce commentaire utile
5.0 étoiles sur 5Game Programming Gems, a Game Programmer�s Bible29 mars 2001
Par Mark A. Drake - Publié sur Amazon.com
What a book! Whether you are just getting around to game programming, thinking about it, or already doing it, this is one book that needs to be on your library shelf. This is a one of it's kind book that deals with some of the most frustrating topics their can be in game programming. Simulating water and liquids, AI techniques, messages, lens flares, lighting and texturing, body motion equations and randoms and more are talked about in this book, and the best thing is that it is explained and exampled within a few pages (most of the time). This is like taking most of the articles out their on the net and sticking them inside of a book and selling it, except that everything is explained better, and nicer, for beginners to advanced programmers. If you even THINK about game programming, you'll want to pick this book up! Can't wait for Game Programming Gems II !
10 internautes sur 10 ont trouvé ce commentaire utile
4.0 étoiles sur 5Good, but most 'gems' are just colored glass28 mai 2001
Par Scott J Shumaker - Publié sur Amazon.com
Game Programming Gems aims to follow in the footsteps of the excellent Graphics Gems series, except with articles that apply specifically to game programming rather than focusing solely on graphics. There are some excellent articles in here, but unfortunately many are just very basic introductory material to their respective subjects. They do not have the depth and certainly are not sufficiently groundbreaking to be called 'gems', especially in comparison to the gems presented in Graphics Gems. Many are pretty obvious and can be readily found with even a minimal amount of internet research. That said, the book is still a worthwhile purchase because of convenience; it gathers all of the information on a subject in one place. Still, I'd like to see more real groundbreaking articles, and fewer overviews of technology. Hopefully Gems II (which should be released soon) will remedy this situation.