[Rabin00] Rabin, Steve, "Designing a General Robust AI Engine", Game Programming Gems, Charles River Media, 2000; pp. 221-236. 번역서는 "범용적이고 견고한 AI 엔진의 설계", Game Programming Gems, 정보문화사, 2000; pp. 299-318.
1.3 추상 인터페이스를 이용한 프로그래밍
[Gamma95] Gamma, Eric et al, Design Patterns, Addison-Wesley, 1995.
[Lakos96] Lakos, John, Large Scale C++ Software Design, Addison-Wesley, 1996.
[Rogerson97] Rogerson, Dale, Inside COM. Microsoft Press, 1997.
1.6 동적인 형 정보
[Meyers98] Meyers, Scott D., Effective C++ 2nd Edition, Addison-Wesley, 1998.
Fowler, Martin, Kent Beck, John Brant, William Opdyke, Don Roberts, Refactoring, Addison-Wesley, ISBN:0201485672.
Gamma, Erich, Richard Helm, Ralph Johnson, John Vlissides, Grady Booch, Design Patterns, Addison-Wesley, ISBN:0201633612.
Lakos, John, Large-Scale C++ Software Design, Addison-Wesley, ISBN: 0201633620.
McConnell, Steve C., Code Complete: A Practical Handbook of Software Construction, Microsoft Press, ISBN:1556154844 (anything by McConnell is good).
Meyers, Scott, ''Effective C++: 50 Specific Ways to Improve Your Programs and Design (2nd Edition), Addison-Wesley, ISBN:0201924889.
Meyers, Scott, More Effective C++: 35 New Ways to Improve Your Programs and Designs, Addison-Wesley, ISBN:020163371X.
1.8 게임 개체 팩토리
[Brown98] Brown, W.H., Malveau, R.C., McCormick III, H.W., Mowbray, T.J., Anti Patterns: Refactoring Software, Architectures and Projects in Crisis, Wiley Computer Publishing, 1998.
[GoF94] Gamma, E., Helm, R., Johnson, R., & Vlissides, J. (1994), Design Patterns: Elements of Reusable Object-Oriented Software, Addison-Wesley, 1994.
[Rising98] Rising, L. ed., The Patterns Handbook: Techniques, Strategies and Applications, Cambridge University Press, 1998.
1.9 C++을 위한 폐기 메커니즘의 구현
[Gamma95] Gamma, Eric, et al, Design Patterns, Addison-Wesley. 1995.
[Rose] Rose, John, "How and When to Deprecate APIs", java.sun.com/products/jdk/1.1/docs/guide/misc/deprecation/deprecation.html.
1.10 드롭-인 디버그 메모리 관리자
[Dalton01] Dalton, Peter, "Inline Functions versus Macros, Game Programming Gems II, Charles River Media. 2001. 번역서에서의 제목은 "1.2 인라인 함수 대 매크로".
[McConnell93] McConnell, Steve, Code Complete, Microsoft Press. 1993.
[Myers98] Myers, Scott, Effective C++, Second Edition, Addison-Wesley Longmont, Inc. 1998.
1.12 윈도우즈 기반 게임을 위한 선형적 프로그래밍 모델
[GoF94] Gamma, E., Helm, R., Johnson, R., & Vlissides, J. (1994), Design Patterns: Elements of Reusable Object Oriented Software. Addison-Wesley. 1994.
[Eastlake94] Eastlake, D., Network Working Group, et al, "Randomness Recommendations for Security", RFC 1750, http://www.faqs.org/rfcs/rfc1750.html, December 1994.
[Bloom70] Bloom, Burton H., "Space/Time Trade-Offs in Hash Coding with Allowable Errors", Communications of the ACM, Vol. 13, No.7 (ACM July 1970): pp. 422-426.
1.21 3ds Max 스킨 익스포터 및 애니메이션 툴킷
SDK 문서 도움말 파일:
[Discreet00] Max SDK Plug-in development documentation: SDK.HLP
[Woodland00] Woodland, Ryan, "Filling the Gaps - Advanced Animation Using Stitching and Skinning", Game Programming Gems. Charles River Media 2000; pp. 476-483. 번역서는 "틈 메우기 - 스티칭과 스키닝을 이용한 고급 애니메이션", Game Programming Gesms, 정보문화사; pp. 602-610.
[Shankel00] Shankel, Jason, "Matrix-Quaternion Conversions"과 "Interpolating Quaternions", Game Programming Gems. Charles River Media 2000; pp. 200-213. 번역서는 pp. 275-291.