My friend Brendon Chung and I decided to start a podcast called Extended Memory. Each month, we’ll have an in-depth interview with a game developer. In the pilot episode, I interview Brendon to learn about how he ended up as a solo indie developer.
An early draft of my book is now available here, through the Safari “Rough Cuts” program.
Rough Cuts basically gives Safari users access to the draft manuscript as it’s being written. This draft is literally the same one that goes to the technical reviewers, which means the text might be rough around the edges, and there might be some errors. But the great thing about Rough Cuts is it allows any Safari user to become involved with the review process.
You can also now pre-order the book on Amazon!
I thought that people might be interested in learning a little bit about what happens behind the scenes while writing a technical book. I finished the text on my physics chapter yesterday, so the process is still fresh on my mind.
I already have a rough outline of what are all the chapters I want to cover — I had to develop this months ago, before the book deal was signed. So I know what chapters will be where, and how I want them to tie in together. The order of topics is fairly similar to how I’ve constructed it for ITP 380 (Video Game Programming), which I’ve taught for 10 consecutive semesters at this point. In any event in this instance, I knew I was writing a chapter on physics.
Welcome to the site for Game Programming Algorithms and Techniques!
As we get closer to the (tentative) Q1 2014 release, you’ll see more and more content filling in this site. The goal is that when the book is released, there will be an active community that can discuss topics related to those in the book.
As you can see, there still is some work to be done, but the site had to start somewhere.