Game Programming Laboratory
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                            Bob Sumner 
- 
                            Spring Semester 
- 
                            Location: rack 10, shelf 4 
The goal of this course is the in-depth understanding of the technology and programming underlying computer games. Students gradually design and develop a computer game in small groups and get acquainted with the art of game programming.
|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   DirectX 9 user interfacesDesign and implementation Alan Thorn
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   Game designBob Bates
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   Game development essentialsAn introduction Jeannie Novak
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   Game engine toolset developmentGraham Wihlidal
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   Game programming gems 3ed. by Dante Treglia
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   Introduction to 3D game Programming with DirectX 9.0Frank D. Luna
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   Introduction to 3D game programming with DirectX 9.0cA shader approach Frank D. Luna
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   Introduction to game developmented. by Steve Rabin
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   Professional XNA game programmingFor Xbox 360 and Windows Benjamin Nitschke
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   Beginning C# game programmingRon Penton
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   DirectX 9 graphicsThe definitive guide to Direct3D Alan Thorn
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   The game producer's handbookDan Irish
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE  ONLINE VERSION   A theory of fun for game designRaph Koster
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   Game design workshopDesigning, prototyping, and playtesting games by Tracy Fullerton, Christopher Swain and Steven Hoffman
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   The illusion of lifeDisney animation Frank Thomas and Ollie Johnston
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE  ONLINE VERSION   GPU gemsProgramming techniques, tips, and tricks for real-time graphics ed. by Randima Fernando
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   Game programming gems 5ed. by Kim Pallister
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE  ONLINE VERSION   3D game engine designA practical approach to real-time computer graphics David H. Eberly
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   Game programming gemsed. by Mark A. Deloura
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE  ONLINE VERSION   Character development and storytelling for gamesLee Sheldon
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE  ONLINE VERSION   Fundamentals of game designErnest Adams
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   Programming game AI by exampleMat Buckland
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   Business & legal primer for game development[ed. by] S. Gregory Boyd, Brian "Psychochild" Green
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE  ONLINE VERSION   3D game texturesLuke Ahearn
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE  ONLINE VERSION   Digitale BildverarbeitungEine Einführung mit Java und ImageJ Wilhelm Burger, Mark James Burge
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   Game programming gems 4ed. by Andrew Kirmse
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   Game programming gems 6ed. by Mike Dickheiser
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE  ONLINE VERSION   GPU gems 2Programming techniques for high-performance graphics and general-purpose computation ed. by Matt Pharr
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   Game programming gems 2ed. by Mark A. DeLoura
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|  AVAILABLE READING ROOM ONLY NOT AVAILABLE   AI game programming wisdomed. by Steve Rabin
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