Game Coding Complete

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Paraglyph Press, 2003 - Computers - 580 pages
3 Reviews

With dozens of tips and code illustrations, plus extensive n language version 5.6 including: syntax changes, improved security features, new database modules, and built-in functions. Three new chapters have been added to the second edition covering XML with DOM, SAX, CGI, SOAP, and WML.

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Review: Game Coding Complete

User Review  - Avi - Goodreads

I bought this book because I was going to do some game programming, but that didn't pan out. Also, the book didn't turn out to have much, if anything, to do with the kind of game programming I would ... Read full review

Review: Game Coding Complete

User Review  - Ahmed - Goodreads

I know that book since its first edition in the early of 2003 as I remember. There is no much DirectX stuff there, but it scratches all the game development topics. I would love to see more demos in ... Read full review


Game Programming Is Wacky Because
The Bad
The Ugly

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About the author (2003)

Mike McShaffry, a.k.a. aMr. Mike,a started programming games as soon as he could tap a keyboard. After graduating from the University of Houston, he worked for Warren Spector and Richard Garriott, a.k.a. aLord British,a at Origin Systems on Martian Dreams, Ultima VII:The Black Gate, Ultima VIII: Pagan, Ultima IX: Ascension, and Ultima Online. Seven years later he formed his first company, Tornado Alley. Mike later accepted a position at Glass Eye Entertainment, working for his friend Monty Kerr, where he produced Microsoft Casino. Ten months later, Monty asked Mike and his newly assembled team to start their own company called Compulsive Development, which would work exclusively with Microsoft on casual casino and card games. Mike served as the Head of Studio, and together with the rest of the Compulsive folks, produced three more casual titles for Microsoft until August 2002. Compulsive was acquired by Glass Eye Entertainment to continue work on Glass Eyeas growing online casual games business. Mike was later recruited to start an Austin studio for Maryland-based Breakaway Games. Mike is currently self-employed, helping teams build a positive, creative and energetic environment so they can do what they do best - make great games.

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