These book contributions all go back a while, but surprisingly, people still find them relevant (for one thing, mobile phone gaming resurrected a bunch of older PC/console techniques). At minimum, a stacked pile of dead tree was the one thing my mom understood about what I did :-)

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Game Programming Gems 5

After contributions to GPG2, GPG3, Mark Deloura tapped me to edit this volume in its entirety. It was a massive amount of work (I don’t know HOW Mark did Vol 1,2 on his own), but very rewarding. Available on Amazon.

Game Programming Gems 3

I was the section editor for the General Programming section of the book, which involved reviewing contributions and accompanying source code for over a dozen pieces spanning 140 pages. Available on Amazon.

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ShaderX

I contributed one paper for this book, “Optimizing Software Vertex Shaders”, back when, well, SW vertex shaders were a thing. Available on Amazon.

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Game Programming Gems 2

I contributed one paper for the graphics section of this book. The paper “Generating Procedural Clouds using 3D Hardware” used fixed-function hardware to generate and sum multiple octaves of perlin noise using render-to-texture techniques. Pretty nifty in it’s pre-shader day. Available on Amazon.