Introduction to game development /

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Bibliographic Details
Edition:2nd ed.
Imprint:Boston, MA : Course Technology ; London : Cengage Learning [distributor], 2010.
Description:xxv, 980 p. : ill. (some col.) ; 25 cm. + 1 CD-ROM.
Language:English
Subject:
Format: Print Book
URL for this record:http://pi.lib.uchicago.edu/1001/cat/bib/7931273
Hidden Bibliographic Details
Other authors / contributors:Rabin, Steve.
ISBN:9781584506799 (hbk.)
1584506792 (hbk.)
9780840031037 (pbk.)
0840031033 (pbk.)
Notes:Previous ed.: Hingham, Mass.: Charles River Media, 2005.
Includes bibliographical references and index.
System requirements: Intel Pentium -series, AMD Athlon or newer processor; Windows XP (64MB RAM) or Windows 2000 (128MB RAM); 3D graphics card required for some sample applications; DirectX 9 or newer also required. The following software is required in order to take advantage of all the files provide on the CD-ROM; Microsoft Visual Studio, .NET 2003, 3ds max 6, Microsoft Word, Microsoft Excel, Microsoft PowerPoint, Adobe Reader, and QuickTime Player.
Review by 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

Copyright American Library Association, used with permission.
Review by Choice Review