by Richard Fabian
Publisher: dataorienteddesign.com 2013
This book is a practical guide 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, in fact for anyone who develops cutting edge software in restrictive hardware. It is a book about how to write code. It is a book written to educate games developers in a coding paradigm that is future proof, unlike the style of coding we've become so accustomed to.
Home page url
Download or read it online for free here:
by Bob Nystrom - gameprogrammingpatterns.com
Game Programming Patterns is a book on architectural patterns in game code. I dug up and polished the best patterns I've found in games and presented them here so that we can spend our time inventing things instead of re-inventing them.
by Chris Crawford - Osborne/McGraw-Hill
One of the pioneer works seriously about video game. It explains what is a game, why people play games, and how to design a game. The author describes in detail what goes into the game design including many examples from his own experience.
by Brian Greenstone - Pangea Software, Inc
Programming secrets for aspiring Mac game programmers. The book covers OpenGL, HID Manager, OpenAL, Rendezvous, Core Graphics, Quicktime, Maya plug-ins, stereo 3D rendering, AltiVec optimizations, networking, copy-protection, marketing strategies, etc.
by Horst Jens et al. - thepythongamebook.com
The Python Game Book written by Horst Jens and friends aims to provide interested students and teachers a broad range of material to teach themselves how to write computer games using the language Python and other free Open Source tools.