List Of Technical Books

This is a list of recommended books about the technical aspects of games. Most of these books are available through the SFU library as either a physical or digital copy.

Other Book Lists: List of Game Design Books - List of Art Books

Game Related Algorithms

Cover Info Review
ai_for_games.jpg Millington, Ian and Funge, John David. Artificial Intelligence For Games. Burlington: Elsevier/Morgan Kaufmann, 2009. This book contains descriptions of several real time local search techniques and decision making algorithms. It is specifically targeted at games and often references examples from existing games.
collision.jpg Ericson, Christer. Real-Time Collision Detection. Burlington: Elsevier/Morgan Kaufmann, 2005. Collision detection is a very common issue in games especially since it often causes serious performance issues if not handled correctly. This book explains the most important methods including bounding volumes and BSP trees.

Computer Graphics

Cover Info Review
graphics.jpg Angel, Edward. Interactive computer graphics: a top-down approach using OpenGL. Boston: Pearson/Addison-Wesley, 2009. This book is typically used as the textbook for "CMPT361 - intro to computer graphics". It explains the theory of how 3D computer graphics works.
animation.jpg Parent, Rick. Computer animation: algorithms and techniques. San Francisco: Elsevier/Morgan Kaufmann, 2008. This is commonly used as a textbook for "CMPT 466 - computer animation". It explains the theory behind the technical aspects of computer animation, like how to interpolate between key-frames. Its useful to understand the concepts but probably too much detail for someone that just wants to make a simple animation.
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