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This section currently consists of book reviews and papers in progress. Eventually this area will transition to a more research oriented focus.
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| | | | | | | Throughout my four years in college I read over 150 books on the topics of game development, computer graphics, software, hardware, math, physics, audio, and anything else related to building a game. At one point I was reading about three books a week, and chewing through pretty much all of my budge...
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| | | | | | | This article is a chapter selected from my book, Next Generation 3D Engine Design. It highlights the key design considerations for writing or adapting a game engine to a multi-processor environment.
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| | | | | | | I served as a technical reviewer for this book. My resposibilities were basically to read each chapter and evaluate/correct it from a technical perspective. I'm proud of this work because this book came a long way from the first to final drafts.
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| | | | | | | This project was a book review I completed for Premier Press. The full text arcticle is reproduced on the remainder of this project page. Feel free to email me with any comments or questions!
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| | | | | | | This project was a book review I completed for Premier Press. The full text arcticle is reproduced on the remainder of this project page. Feel free to email me with any comments or questions!
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| | | | | | | This book review has not been published publicly yet. To this day MUD games remain one of the most popular genres of multiplayer gaming. This book describes several common methods for implementing a multi-user dungeon.
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| | | | | | | This book review has not been published publicly yet. Python, Lua, and Ruby are extremely useful and extensible scripting languages that are commonly used to carry out a number of routines within modern game engines. This book details some of the most common ways of taking advantage of these languag...
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