Book Review: Design Patterns – Elements of Reusable Object-Oriented Software

March 17, 2009

Design Patterns – Elements of Reusable Object-Oriented Software

mediaReview_DesignPatterns

I just finished Design Patterns – Elements of Reusable Object-Oriented Software by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides aka “The Gang of Four” and it was extremely informative. I have seen numerous posts about it being a “must read” for programmers and I finally made it happen. It is great for a few reasons, namely its content, structure, and organization.

If the examples were in Actionscript, I would have been in heaven, but that is kind of defeating the purpose of this book. Its purpose is to create a catalog naming, explaining, and organizing the most used design patterns in object-oriented software. It does just that.

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Book Review: Data Structures and Algorithms for Game Developers

January 26, 2009

Data Structures and Algorithms for Game Developers

mediaReview_DataStructuresAndAlgorithms

I recently read Data Structures and Algorithms for Game Developer’s by Allen Sherrod which is a great introductory book for those interested in game development. Though the title at first seemed a bit threatening, I found myself comfortable reading it shortly after opening the book. At first Data Structures and Algorithms can seem intimidating, but each can be explained in a simpler manner.

Data Structure – defines how data is arranged in memory

Ex. arrays, link lists, queues, graphs, trees, and hash tables

Algorithm – code that manipulates data in a data structure(s)

Ex. recursion, deletions, sorting, searching, compression

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Book Review: Inside Game Design by Iain Simmons

Inside Game Design by Iain Simmons

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I recently read the book Inside Game Design by Iain Simmons which takes a look at 15 different game development studios and interviews programmers, creatives, and managers within them. Such interviews are conducted with employees of Valve, Harmonix, and Media Molecule which created the games Half-Life, Guitar Hero, and Little Big Planet respectively. Inside looks into workflows, technologies, processes, and personal thoughts about the game industry and related topics are discussed throughout the book.

The book is a fun and visually stimulating read where studio strategies vary and concept art, map structures, and artist sketches showcase what is often unseen by the public eye. I recommend the book to anyone interested in gaming and how games are created at a base level, but more importantly to those who want an inside look at the game studio culture.