Teaches you how to create some of the most interesting special effects used today. Learn how to code 3D water, cartoon renderings, lens flares, image warping and feedback, fire and explosions, and many other effects.
Teaches you everything you need to make your games sound as good as they look.
I've also contributed to the following books:
Game Programming Gems
Edited by Mark DeLoura
ISBN: 1-58450-049-2I wrote two articles for Gems - An Introduction to Fuzzy Logic and Using 3D Hardware for 2D Sprites.
Game Programming Tricks of the Trade
Edited by Lorenzo Phillips
ISBN: 1-93184-169-1A compendium of several useful snippets covering all aspects of game programming. I wrote two articles for this book, Serialization using XML Property Bags and High Speed Loading using Multiple Threads.
Secrets of the Game Business
Edited by François Dominic Laramée
ISBN: 1-58450-282-7A compendium of several articles about the business side of game development. I wrote two articles for this book, Top Ten Misconceptions New Game Developers Have about Publishers and Techniques to Increase Upsell for Online Games .
Back in the late 90s, I wrote a few articles for gamedev.net.
Implementing a GUI using C++ and DirectX - A four part series explaining how to implement a graphical user interface (GUI) for your game. This was also the topic of a talk I gave at the XGDC (remember that?).
Lone Wolf Killers - a look at some of the project management pitfalls for lone wolf developers. If you're interested in going from the start of the project (easy) all the way to the end (much more difficult), you should read this two part series.
Creating Good Game Art When You're Not An Artist - So you've realized that you're not that great an artist. Don't let that prevent you from making cool game art! In this article we discuss a few ways to hide the fact that you can't draw your way out of a paper bag.