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Computer and Video Game Design and Programming
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  • Game Programming Patterns (Robert Nystrom)

    This book brings the benefits of reusable design patterns to the world of game programming. It bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming.

  • Game Design Research (Petri Lankoski, et al)

    Design research is an active academic field covering disciplines such as architecture, graphic, product, service, interaction, and systems design. The book demonstrates different approaches to design research in game design research.

  • Program Arcade Games: With Python and Pygame (Paul Craven)

    Learn and use Python and PyGame to design and build cool arcade games. After reading and using this book, you'll be able to learn to program and build simple arcade game applications using one of today's most popular programming languages, Python.

  • Coding with Minecraft: Learn to Code by Programming Robots

    This book is a hands-on introduction to coding that teaches you how to program bots to do cool things in the game you love - Minecraft! This book takes the robotic "turtle" method, and extends it to the 3D, interactive world of Minecraft.

  • Data-Oriented Design (Richard Fabian)

    This book is a practical guide for serious game developers. It is for game developers working to create triple A titles across multiple platforms, for independent developers trying to get the most out of their chosen target hardware.

  • Invent Your Own Computer Games with Python, 4th Edition

    It teaches you how to program computer games in the Python programming language. Each chapter gives you the complete source code for a new game. It was written to be understandable by anyone of any age who has never programmed before.

  • Building Games in Object-Oriented Python (Steven F. Lott)

    This book will help you build Object-Oriented design skills through the creation of a moderately complex family of games. It is a step-by-step guide to OO design and implementation for developers who want to use Python to create efficient programs.

  • Developing Games With Ruby (Tomas Varaneckas)

    If you have a little experience programming in Ruby, then you're ready to start making your own video games. In this book you'll learn concepts such as animation, keyboard and mouse movement, sounds and music, and physics as you build exciting games.

  • 3D Game Development with LWJGL 3 (Antonio H. Bejarano)

    This book introduces the main concepts required to write a 3D game using the LWJGL 3 library - a Java library that provides access to native APIs used in the development of graphics (OpenGL), audio (OpenAL) and parallel computing (OpenCL) applications.

  • Game Programming (Penn Wu)

    This book is to help students to learn fundamental principles that apply to game programming regardless of the language they use to create the game, like gathering input from users, processing game data, and rendering game objects to the screen.

  • Scratch Programming Playground: Making Cool Games

    Scratch, the colorful drag-and-drop programming language, is used by millions of first-time learners, and in this book, you'll learn to program by making cool games. Get ready to destroy asteroids, shoot hoops, and slice and dice fruit!

  • Cross-Platform Game Programming with gameplay3d

    This guide will begin by introducing you to gameplay3d, before delving more deeply into its many features. Clear step-by-step examples will be provided, along with code samples which can be tailored towards your own projects.

  • HTML5 Shoot 'em Up in an Afternoon (Bryan Bibat)

    Learn how to make a simple top-down shoot 'em up in a few hours using the Phaser HTML5 game framework. This book covers all of the basics: from placing and moving sprites, to managing collision detection and unit health, up to setting up a boss fight.

  • Make Games with Python on Raspberry Pi (Sean M. Tracey)

    You are going to learn how to make a game on our Raspberry Pi from the ground up. It is designed to help you learn many of the essential skills you'll need to make games with Python and Pygame on your Raspberry Pi.

  • Mathematical Applications for Game Development (R. Baldwin)

    This book presents applications of mathematics and science in game and simulation programming. Includes the utilization of matrix and vector operations, kinematics, and Newtonian principles in games and simulations. Also covers code optimization.

  • Possible Worlds in Video Games (Antonio Jose Planells de la Maza)

    In this book, we propose a model, inspired by the Semantics of Fiction and Possible Worlds, which is oriented to the analysis of video games as integrated systems.

  • Game Research Methods: An Overview (Petri Lankoski, et al)

    This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods.

  • Missions For Thoughtful Gamers (Andrew Cutting)

    Who am I? How do I live a good life? What is reality? Such perennial questions may seem remote from the pleasures of playing videogames for entertainment and fantasy. This book presents a sequence of 40 challenges for gamers.

  • Co-creating Videogames (John Banks)

    Drawing on a decade of research within the industry, it offers a rich description and analysis of the emerging participatory, co-creative relationships within the videogames industry, and valuable insight into the growing world of video games.

  • DOOM: SCARYDARKFAST (Dan Pinchbeck)

    This is a book about what is considered the most important first-person game ever made; about the blueprint that has defined one of the most successful genres of digital gaming. The author brings together the complete story of DOOM for the first time.

  • The Art of Computer Game Design (Chris Crawford)

    This book is one of the pioneer works seriously about video game. It is all about the foundational skills behind the design and architecture of a game.

  • Direct3D Succinctly: Develop fully 3-D Games and Applications

    Requiring only a background in C++, this book will guide you through the process of developing your own 3-D applications. It helps you fully leverage the potential capabilities of Direct3D.

  • Pro Java 6 3D Game Development: Java 3D, JOGL, JInput and JOAL

    Shows you how to develop and program 3D games in Java technology on a PC, with an emphasis on the construction of 3D landscapes, with features relevant to gaming: splash screens, JavaScript scripting as well as the desktop and system tray interfaces, etc.

  • O'Reilly® Killer Game Programming in Java (Andrew Davison)

    This book is a comprehensive guide to everything you need to know to program cool, testosterone-drenched Java games. It gives you reusable techniques to create everything from fast, full-screen action games to multiplayer 3D games.

  • Making Games with Python and Pygame (Albert Sweigart)

    This is a programming book that covers the Pygame game library for the Python programming language, written to be understandable by kids as young as 10 to 12 years old, although it is great for anyone of any age who has some familiarity with Python.

  • Programming Linux Games (John R. Hall and Loki Software)

    This book is a complete guide to developing Linux games, written by the Linux gaming experts. It discusses important multimedia toolkits and teaches the basics of Linux game programming.

  • Hacking the Xbox: An Introduction to Reverse Engineering

    This book shows Xbox owners how to increase the value and utility of their system, Hacking the Xbox features step-by-step tutorials on hardware modification that teach basic hacking techniques as well as essential reverse engineering skills.

  • PSX: The Guide to the Sony Playstation (Kevin Bryan)

    The complete guide to the Sony Playstation. Collector info, interviews, history of the PSX, prototypes, images, everything you could want. Here is the story of how an eccentric Tokyo-born engineer succeeded in his dream of bringing 3D games to the masses.

  • Introduction to Programming Through Game using Microsoft Xna

    Learn the underlying skills and principles of software development - as you design and build your first games for Xbox 360, Windows, and Zune.

  • Programming Vertex, Geometry, and Pixel Shaders (W. Engel)

    This practical reference covers all of the advanced rendering techniques important for graphics programmers in the game and film industries, and will help them implement these techniques efficiently with DirectX 10.

  • O'Reilly® Tap, Move, Shake: Turing Your Game Ideas into iOS Apps

    Got a good game idea? Turn your concept into a hot game app for iPhone, iPad, or iPod touch with this do-it-yourself guide.

  • Programming The Nintendo Game Boy Advance (J. S. Harbour)

    This book is written in an easily understood manner suitable for beginning games developers. If you're a more advanced programmer, you can go right to the sections describing the hardware systems.

  • Pangea Software's Ultimate Game Programming Guide for Mac OS X

    The book covers all of the nuances dealing with various Mac OS technologies such as the HID Manager, OpenGL, OpenAL, Core Graphics, Rendezvous, Quicktime, and more.

  • The Java Game Development Tutorial (Fabian Birzele)

    This tutorial teaches you the fundamentals of building a highly illustrative game using Java. You'll come away with a cool Java-based 2D game application template that you can re-use and apply to your own game making ambitions or for fun.

  • Creating Games in C++: A Step-by-Step Guide (David Conger)

    This book has everything you need to create your first game in C++. Starts at square one, introducing the tools of the trade and all the basic concepts for getting started programming with C++, the language that powers most current commercial games.

  • 3D Math Primer for Graphics and Game Development (F. Dunn)

    Working C++ classes for mathematical and geometric entities and several different matrix classes illustrate how to put the techniques into practice, and exercises at the end of each chapter help reinforce the 3D programming concepts.

  • Vector Math for 3D Computer Graphics, 4th Revision (Bradley Kjell )

    This is a tutorial on vector algebra and matrix algebra from the viewpoint of computer graphics. It covers most vector and matrix topics needed to read college-level computer graphics text books.

  • Beginning C++ Through Game Programming, 3rd Ed (M. Dawson)

    This book approaches learning C++ from the unique and fun perspective of games. Written for the beginning game developers or programmers, each new skill and concept is taught using simple language and step-by-step instructions.

  • Tabletop: Analog Game Design (Greg Costikyan, Drew Davidson)

    In this book, people of diverse backgrounds talk about tabletop games, game culture, and the intersection of games with learning, theater, and other forms.

  • Well Played 1.0: Video Games, Value and Meaning (Drew Davidson)

    This book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. The goal is to help develop and define a literacy of games as well as a sense of their value as an experience.

  • Well Played 2.0: Video Games, Value and Meaning (Drew Davidson)

    This book analyzes sequences in a game in detail in order to illustrate and interpret how the various components of a game can come together to create a fulfilling playing experience unique to this medium.

  • Well Played 3.0: Video Games, Value and Meaning (Drew Davidson)

    This book again looks at video games, some that were covered in Well Played 1.0 and 2.0 as well as new ones, in order to provide a variety of perspectives on more great games - to provide a variety of perspectives on more great games.

  • Play Redux: The Form of Computer Games (David Myers)

    Play Redux is an ambitious description and critical analysis of the aesthetic pleasures of video game play, drawing on early twentieth-century formalist theory and models of literature.

  • A Practical Introduction to 3D Game Development (Yasser Jaffal)

    This book introduces the reader to the programming skills necessary to develop 2D and 3D computer games. It lists a number of common game mechanics, and illustrates through examples how these mechanics can be bound to each other.

  • J2ME and Gaming (Jason Lam)

    This book is about programming with J2ME on wireless devices with focus on developing games, assuming you know some J2ME and J2SE.

  • Trigger Happy: Videogames and the Entertainment Revolution

    This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.

  • Gamer Theory (McKenzie Wark)

    This book uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society.

  • The Ecology of Games: Connecting Youth, Games, and Learning

    This book aims to expand upon and add nuance to the debate over the value of games which so far has been vociferous but overly polemical and surprisingly shallow.

  • Game Plan: Designs That Changed the Face of Computer Gaming

    Illustrated with original concept sketches, work in progress CGI renders, and screenshots of the finished creations, Game Plan offers a chance to both savor its past and catch a glimpse of its stellar future.

  • Wireless Game Development in C/C++ with BREW (R. Barbagallo)

    It takes you through the fundamentals of the BREW API, including graphics, sound, and input, and brings it all together with a complete example of a working game.

  • Flight Simulation Books (Kevin Savetz, et al)

    A collection of 21 Classical Flight Simulation Books available on the web. Everything there is available with permission of the copyright holders. More than 2,200 printed pages have been digitized into 800+ web pages.

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