Well, starting in about 2 days I'm officially an author with a contract. I'm looking at a year of intense extra work for a minimum of monetary gain.
I couldn't be happier.
My two coauthors, Jonathan Steed and
The opportunities to utilize the technologies developed by DirectX in the last year are astounding. We've already used PIX for windows to troubleshoot problems. The new DirectX content production pipelines and XNA initiatives provide a framework on which we can create inexpensive tools to deliver high quality art. A large part of the book will be about the integration of tools and game engine.
Our goal is NOT to give API documentation on our own game engine as we've seen in many books. Instead, we'll talk about the structural considerations of our design, what steps we took to decide on our architecture, and what techniques we used to implement our design. I've read many books with math tutorials, pointer tutorials, entire chapters dedicated to a particular collision detection system; I don't feel like I need to regurgitate that work. Other books do a great job of presenting very specific algorithms and low level programming techniques. What I haven't seen is top-down design and implementation considerations. Without a frame of reference or an explanation of why things are done, programmers new to the field are left with a hodgepodge of techniques that are hastily cobbled together with little thought given to how the components of the game engine interface with one another. I've personally suffered though this after writing and iterating a few engines on my own.
I’ve cleared my schedule and canceled Christmas. It’s time to get crackin’