Here are some books I have read and reviewed a while back on my blog. They are still very useful and fit
Game Programming Gems 5 (and recently 6 and 7 came out) - Like any other Game Programming Gems book this one is no exception; it is just great. You can read it from front to back or use it as a reference if you’re looking for solution to common game programming problems and even programming problems in general. It covers seven sections - general programming and mathematics to AI and physics and finally to Graphics, Network, and Audio. This one is the most recommended game programming book series.
ShaderX
- Another book series. I read the first three and use them as a reference whenever I look for cool shader effects. The 4th and 5th
GPU Gems 2
- Yet another book series. Good stuff for Nvidia developers, but since most shaders work fine on ATI hardware too (except when you tried to write PS3.0 shader when ATI still hadn’t any cards for that), it is a good shader book. It covers some nice tricks and can be compared to the
ShaderX
books. Unlike the
Game Programming Gems
or the
ShaderX
books, every page is printed in
Shaders for Game Programmers and
Programming Vertex & Pixel Shaders
- This book is the best and most complete shader programming book for
AI Game Engine Programming
- This book goes into a lot of first-person shooter AI problems and discusses useful techniques, not only about AI, but also how to use scripts (Lua), how to write all kinds of state machines, and neural
Programming Game AI by Example
- This book is a bit more for beginners and intermediate programmers than the rest of the books here. It is still a great book, but it “only” explains how to get into AI programming, and as soon as you are ready to go, the book ends. The book starts with math and physics and does a good job explaining them. Then it goes to state-driven design and continues with game
AI Game Programming Wisdom I and II
- Similar to
Game Programming Gems
, this series is all about finding skilled professionals writing chapters and articles, which do really help you out. Steve Rabin is the editor and he also edited the
Game Programming Gems
AI sections; he also is the creator of www.AIWisdom.com. Like the other two AI books I haven’t read all of it (I’m so busy, you know), but from what I’ve seen and read this is a really helpful resource when doing anything
Refactoring: Improving the Design of Existing Code
- Someone told me when I read this book on the flight to the PDC two
Rapid Development - This is a good book about software design and keeping schedules, but it is a bit too long and sometimes hard to read (you know I have this problem of reading only half the book and then never finding time to finish it). It was written back in 1996 and the techniques described still apply, but some of the ideas are not as flexible as they could be with all this new technology around (for example, when using Agile Methodologies you have to plan differently). Still it is a very good book and it contains a couple of interesting stories from big products like MS Word and how they never kept their schedule.
Code Complete 2
- One of the best books ever for any kind of programmer. It is about describing the process of developing software and helps you to find out the most efficient ways to manage your projects. It goes into great detail by explaining which data structures, which routines, which
Managing Agile Projects
- What does Agile Projects mean? It is about scaling and customizing your project depending on the customer feedback. That still sounds too vague? Ok, it means that you don’t plan every single bit before writing code, but you cut your project into smaller pieces and only plan the overview and then directly start developing. Now you can present a very early version really fast and with the help of feedback (customers or yourself) you can adjust your project instead of wasting time and resources developing something no one wants. You can also shorten specific parts of your project if you see there is no time left or other
Maximizing .NET Performance
- I’m a performance freak. In the past I often tried to
Code Generation in Microsoft .NET
- I first heard of this topic from the DotNetRocks radio show where the author Kathleen Dollard was the guest a few years ago. She talked about code generation using templates and other tricks. I immediately bought this book. It is mostly written in Visual Basic, but a C# conversion exists too. It does a good job explaining how to use code generation with the Code Dom, but does not go into detail about MSIL (which I was more interested in). Anyway, the book is written
Programming in Lua - This is the book for Lua programmers. It is also available for free to download from lua.org. I first read the online version and then bought the book because it is so good and it helps to have a reference. Lua is a very simple script language. But sometimes it is so simple that you just don’t know which keyword to use or what to type. Having a few useful code examples every other page is the biggest help ever. With the help of this book I learned Lua in 1–2 days and could do really useful stuff with it (instead of just writing hello like most languages you learn in a short time).

Microsoft XNA Game Studio Creator's Guide, Second Edition

Learning XNA 3.0: XNA 3.0 Game Development for the PC, Xbox 360, and Zune

XNA Game Studio 4.0 Programming: Developing for Windows Phone 7 and Xbox 360 (Developer's Library)

Microsoftu00ae XNAu00ae Game Studio 3.0: Learn Programming Now! (Pro - Developer)