Game Coding Complete
Chapter 1: Game Programming is Wacky Because...
- Table 1.1: Comparing the Top Platforms for Game Developers.
Chapter 2: What's in a Game?
- Table 2.1: Storage Required for Different Activities.
- Table 2.2: Storage Characteristics for a 3D Character.
Chapter 6: 2D Stuff Every Game Programmer Should Know
- Table 6.1: The Three Common Formats for Color Depth.
Chapter 8: Loading and Caching Game Resources
- Table 8.1: Using Different Audio Frequencies with Digital Formats.
- Table 8.2: Matchine Bit Rates with CD-ROM/DVD Speeds.
Chapter 9: 3D Graphics all Game Programmers Must Master
- Table 9.1: Guidelines for Setting Coordinate Units.
- Table 9.2: Translation Matrix for Moving Vectors Linearly.
- Table 9.3: Rotate θ Degrees About the Y-Axis.
- Table 9.4: Rotate θ Degrees About the X-Axis.
- Table 9.5: Rotate θ Degrees About the Z-Axis.
Chapter 12: Debugging Your Game
- Table 12.1: How to Run a Successful Debugging Experiment.