Game Programming Gems 5

Front Cover
Kim Pallister
Charles River Media, 2005 - Computers - 791 pages
1 Review
With every new volume, the Game Programming Gems series continues to provide a road map through the vast array of development challenges facing today's game programmers. With the wisdom of many industry experts, Gems 5 includes 62 newly unearthed gems that were polished up for your reading pleasure. These gems are filled with practical insights and techniques that will solve your current problems and help inspire future games. You and your team need to develop for today's platforms, while preparing for the new technology looming on the horizon and with the tools provided here, you can! So dig into this new collection and put it to work.

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I'm pretty disappointed with this book. The concepts are sound and they provide a good place to start. However, I have run into a large number of problems.
For reference, I was following the code
in chapter 5.1 - Realtime Cloud Rendering on Modern GPUs.
First of all, the snippets of code they provide in the chapter are helpful but woefully incomplete and non-functioning. There are variables used that are referenced neither elsewhere in the code nor anywhere in the accompanying paragraph description. The code simply does NOT work. After browsing the included CD for this section, I discovered that the GPU code they provide for the demo doesn't even match the snippet in the book. The code is drastically different, and even goes against the suggestions of the author.
Finally, the executable demo doesn't work and no source is included to debug or recompile it. Despite being a demo to showcase procedural cloud generation, the sky dome is completely absent; the sky is just black.
I haven't looked at many of the other chapters in depth yet. Because each chapter is written by a different author, I can't really provide a complete review.
 

About the author (2005)

Kim Pallister is a Technical Marketing Manager and Processor Evangelist with Intel¿s Software and Solutions Group. He is currently focused on realtime 3D graphics technologies and game development. He has contributed many articles to the series and was the Programming section editor in Volume 3.

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