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MSc Computer Games & Entertainment
Indicative Readings
- “Game Programming Gems,” Vol. 1-6, Mark DeLoura, 2000-6.
- “Massively Multiplayer Game Development,” (vols. 1 & 2), T. Alexander, 2005.
- “Death March,” E. Yourdon, 2nd ed., 2003 ( www.yourdon.com ).
- “Waltzing with Bears: Managing Risks on Software Projects,” T. Demarco & T. Lister, 2003.
- “Computational Geometry,” M. Overmars & O. Schwarzkopf, 2nd rev. ed., 2000.
- “Texturing and Modeling: A Procedural Approach,” D. Ebert et al., 3rd ed., 2002.
- “The Animator’s Survival Kit,” R. Williams, 2002.
- “Understanding Comics: The Invisible Art,” S. McCloud, 1994.
- “Creating Emotion in Games: The Craft and Art of Emotioneering,” D. Freedman, 2003.
- “3D Game Engine Design,” D. Eberly, 2006.
- “3D Game Engine Architecture,” D. Eberly, 2005.
- Graphics Gems Series, http://www.graphicsgems.org/
- GPU Gems Series, http://developer.nvidia.com/object/gpu_gems_home.html
- ShaderX series, W. Engel.
- “Agent-Based Software Development,” M. Luck, R. Ashri & M. d’Inverno, 2004.
- AI Game Programming Wisdom series, S. Rabin, 2002-6.
- “Creating Music and Sound for Games,” G. W. Childs, 2006.
- “Fundamentals of Audio & Video Programming for Games,” P. Turcan & M. Wasson, 2003.
- “Real-Time Collision Detection,” C. Ericson, 2004.
- “Game Physics,” D. Eberly, 2003.
- “Effective C++,” 3rd edition, S. Myers, 2005.
- “More Effective C++,” S. Myers, 1996.
- “Effective STL,” S. Myers, 2001.
- “C++ Coding Standards,” Stutter & Alexandrescu, 2004.
- “Exceptional C++,” Stutter, 2004.
- “Code Complete,” 2rd rev. ed., S. McConnell, 2004.
- “Peopleware,” 2nd ed., T. DeMarco, 1999.
- “Software project Survival Guide,” S.McConnell, 1997.
- “Professional software development,” S.McConnell, 2003.