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- I've just released my new book "Core Techniques and Algorithms in Game Programming" through New Riders worldwide!

- It's meant to be a solid (860 pages) companion to professional game developers as well as students enrolled in the different degrees offered around.

- It tries to stay away of just one genre or API. Instead, it tries to lay the foundational algorithms in all areas from 3D programming to AI and game logic in a coherent way.

Thus, it's a good companion for people doing Master's or PhD on Game Development-related areas, based in my 6 years-plus teachign experience.


Table of contents    

Here's the table of contents. If you want to check out a complete version (with each chapter and its sub-sections) so you can review the covered material, just follow this link (PDF).

1 Chronology of Game Programming
2 Code Design
3 Data Structures and Algorithms
4 Design Patterns
5 User Input
6 Fundamental AI Technologies
7 Action-Oriented AI
8 Tactical AI
9 Scripting Engines
10 Network Programming
11 2D Programming
12 Basic 3D Pipelines
13 Indoors Rendering
14 Outdoors Algorithms
15 Character Animation
16 Cinematography
17 Shading
18 Texture Mapping
19 Particle systems
20 Organic Rendering
21 Procedural Techniques
22 Geometric Tests
23 Performance Tuning
App. A OpenGL
App. B Direct3D
App. C Some Math Involved
App. D Staying Ahead
App. E Further Reading



All contents Copyright 2000-2002 Daniel Sánchez-Crespo

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