Series: Game Design
Paperback: 368 pages
Publisher: Addison-Wesley Professional; 1 edition (March 31, 2013)
Product Dimensions: 7 x 0.7 x 9 inches
Shipping Weight: 1.3 pounds (View shipping rates and policies)
Average Customer Review: 4.2 out of 5 stars See all reviews (18 customer reviews)
This is one of the most comprehensive survey-style technical books on any subject I have read in a very long time. I'm a developer who hasn't spent any time in the last 15 years working on what the average person would recognize as a, "game." Of course, along with the rest of my peer-group, games were my original inspiration for entering the field. I picked this book up expecting an explanation of the facilities offered to veteran game developers to help them bring their techniques to the web, like the new HTML graphics and audio APIs. What I didn't expect was a demonstration of core game-building patterns and systems, and I couldn't be happier to have found one. There's a chapter that explains ray-casting techniques and leaves you with a working first-person style demo that works beautifully in the browser. Another chapter teaches building a multi-player real-time game.I'm pretty conversant in the core technologies used in the book, so I was able to glaze over lots of the browser-technology related stuff. For me, the explanations of several libraries as well as core game-development concepts like rendering 3d levels and tiled maps proved invaluable.It's true that there are some points in the book that might trip up readers who have never written a line of code. While the first chapter runs through the basics of the ubiquitous environment of the browser, it's a certainty that there will be stumbling points if you don't know what a conditional statement is; frankly, this isn't the book for such people.