Welcome to a collection of the most valuable and timeless articles from the essential reference series for game developers. "Best of Game Programming Gems" combines the greatest cutting-edge, ready-to-use techniques contributed by industry experts to volumes 1-6 of the Game Programming Gems series. Each article was carefully chosen by the editors and compiled into one best-of-the-best volume in an effort to share forty-nine timeless gems of game programming wisdom with you and to save you time and effort with a plethora of reliable methods to add to your developer's tool box. The articles are organized into six sections covering the topics of general information, math and physics, artificial intelligence, graphics, networking, and audio.Whether you are new to game development or a practiced veteran, you're sure to find inspiration and insight to make more entertaining and satisfying games in "Best of Game Programming Gems."
The book is weird. It contains some useful information for the case of completely human degradation or knowledge disappearing. In other case, all of these things are wrapped into nice libraries for a long time already. Or they are so basic that you already know them. It is hard to imagine that programmer doesn't know about trees or audio engineer can't remove clicks. I believe the people who was choosing articles has zero competence. But I really liked the article about planning AI. Maybe only because I am very week in that area.
I didn't finish all the articles in the book and skimmed a lot of it. I am not an expert in game programming, but I think the techniques are generally mostly of historical interest now and for many things there probably are better sources or more updated approaches. Some of the stuff are basically tutorials on mathematical techniques which are probably better covered in applied mathematics textbooks or a book on algorithms.