[Dawson99] Dawson, Bruce, “Structured Exception Handling,” Game Developer Magazine (Jan 1999), pp. 52-54.
[Dawson01] Dawson, Bruce, “Game Input Recording and Playback,” Game Programming Gems 2, Charles River Media, 2001. 번역서는 “게임 입력의 기록 및 재생,” Game Programming Gems 2, 정보문화사, 2002.
[Freeman-Hargis03] Freeman-Hargis, James, “The Statistics of Random Numbers,” AI Game Programming Wisdom 2, Charles River Media, 2003. 번역서는 “난수의 통계학,” AI Game Programming Wisdom 2, 정보문화사, 2004
[Laming03] Laming, Brett, “The Art of Surviving a Simulation Title,” AI Game Programming Wisdom 2, Charles River Media, 2003. 번역서는 “시뮬레이션 게임 생존 비법,” AI Game Programming Wisdom 2, 정보문화사, 2004
[Lecky-Thompson00] Lecky-Thompson, Guy, “Predictable Random Numbers,” Game Programming Gems, Charles River Media, 2000. 번역서는 “예측 가능한 난수,” Game Programming Gems, 정보문화사, 2000.
[!McConnell93] McConnell, Steve, Code Complete: A Practical Handbook of Software Construction, Microsoft Press, 1993.
[Rabin00a] Rabin, Steve, “Designing a General Robust AI Engine,” Game Programming Gems, Charles River Media, 2000. 번역서는 “범용적이고 견고한 AI 엔진의 설계,” Game Programming Gems, 정보문화사, 2000.
[Rabin00b] Rabin, Steve, “Squeezing More Out of Assert,” Game Programming Gems, Charles River Media, 2000. 번역서는 “assert의 비법들,” Game Programming Gems, 정보문화사, 2000.
[Rabin02] Rabin, Steve, “Implementing a State Machine Language,” AI Game Programming Wisdom, Charles River Media, 2000. 번역서는 “상태 기계 언어의 구현,” AI Game Programming Wisdom, 정보문화사, 2003.
[Tozour02] Tozour, Paul, “Building an AI Diagnostic Toolset,” AI Game Programming Wisdom, Charles River Media, 2002. 번역서는 “AI 진단 도구 만들기,” AI Game Programming Wisdom, 정보문화사, 2003.
[Rabin00] Rabin, Steve, “Squeezing More Out of Assert,” Game Programming Gems, Charles River Media, 2000. 번역서는 “assert의 비법들,” Game Programming Gems, 정보문화사, 2000.
1.5 자유목록 템플릿을 이용한 메모리 단편화 해결
[Flynn97] Flynn, Ida M., and Ann McIver McHoes, Understanding Operating Systems, Second Edition, PWS Publishing Company, 1997.
[Harvey02] Harvey, Michael, and Carl S. Marshall, “Scheduling Game Events,” Game Programming Gems 3, Charles River Media, 2002. 번역서는 “게임 이벤트의 일정 관리,” Game Programming Gems 3, 정보문화사, 2003.
[Headington94] Headington, Mark R., and David D. Riley, Data Abstraction and Structures Using C++, D.C. Heath and Company, 1994.
[Plauger01] Plauger, P. J., et al., The C++ Standard Template Library, Prentice Hall, 2001.
[Sutter00] Sutter, Herb, Exceptional C++, Addison-Wesley, 2000. 번역서는 Exceptional C++: C++ 프로그래머를 자극하는 47개의 재미있는 퍼즐 문제, 인포북, 2003.
1.7 약한 참조와 널 객체의 미덕
[Alexandrescu01] Alexandrescu, Andrei, Modern C++ Design, Addison-Wesley, 2001. 번역서는 제네릭 프로그래밍과 디자인 패턴을 적용한 Modern C++ Design, 인포북, 2003.
[Glinker04] Glinker, Paul, “Fight Memory Fragmentation with a Templated Freelist,” Game Programming Gems 4, Charles River Media, 2004. 본서 “자유목록 템플릿을 이용한 메모리 단편화 해결”.
[Hawkins02] Hawkins, Brian, “Handle-Based Smart Pointers,” Game Programming Gems 3, Charles River Media, 2002. 번역서는 “핸들 기반의 똑똑한 포인터,” Game Programming Gems 3, 정보문화사, 2003.
[Llopis03] Llopis, Noel, C++ for Game Programmers, Charles River Media, 2003. 번역서는 게임 프로그래머를 위한 C++, 정보문화사, 2004.
[Meyers96] Meyers, Scott, More Effective C++, Addison-Wesley, 1996. 번역서는 More Effective C++, 인포북, 2003.
[Bilas00] Bilas, Scott, “A Generic Handle-Based Resource Manager,” Game Programming Gems, Charles River Media, 2000. 번역서는 “범용 핸들 기반 자원 관리자,” Game Programming Gems, 정보문화사, 2000.
[Eckel03] Eckel, Bruce, Thinking in C++: Practical Programming, Second Edition, Prentice Hall, 2003.
[Gamma95] Gamma, Erich, et al., Design Patterns: Elements of Reusable Object-Oriented Software, Addison-Wesley, 1995.
[Hawkins02] Hawkins, Brian, “Handle-Based Smart Pointers,” Game Programming Gems 3, Charles River Media, 2002. 번역서는 “핸들 기반의 똑똑한 포인터,” Game Programming Gems 3, 정보문화사, 2003.
[Wakeling01] Wakeling, Scott, “Dynamic Type Information,” Game Programming Gems 2, Charles River Media, 2001. 번역서는 “동적인 형 정보,” Game Programming Gems 2, 정보문화사, 2002.
1.12 커스텀 RTTI 속성을 이용한 객체 스트리밍과 편집
[Alexandrescu01] Alexandrescu, Andrei, Modern C++ Design, Addison-Wesley, 2001. 번역서는 제네릭 프로그래밍과 디자인 패턴을 적용한 Modern C++ Design, 인포북, 2003.
[Beardsley02] Beardsley, Jason, “Template-Based Object Serialization,” Game Programming Gems 3, Charles River Media, 2002. 번역서는 “템플릿 기반 객체 직렬화,” Game Programming Gems 3, 정보문화사, 2003.
[Brownlow02] Brownlow, Martin, “Save Me Now!” Game Programming Gems 3, Charles River Media, 2002. 번역서는 “자동화된 게임 저장 구현,” Game Programming Gems 3, 정보문화사, 2003.
[Cafrelli01] Cafrelli, Charles, “A Property Class for Generic C++ Member Access,” Game Programming Gems 2, Charles River Media, 2001. 번역서는 “범용 C++ 멤버 접근을 위한 속성 클래스,” Game Programming Gems 2, 정보문화사, 2002.
[Eberly00] Eberly, David H., 3D Game Engine Design, Morgan Kauffman, 2000.
[Meyers96] Meyers, Scott, More Effective C++, Addison-Wesley, 1996. 번역서는 More Effective C++, 인포북, 2003.
[Wakeling01] Wakeling, Scott, “Dynamic Type Information,” Game Programming Gems 2, Charles River Media, 2001. 번역서는 “동적인 형 정보,” Game Programming Gems 2, 정보문화사, 2002.
1.13 속도를 희생하지 않고 XML 사용하기
[Boer01] Boer, James, “A Flexible Text Parsing System,” Game Programming Gems 2, Charles River Media, 2001. 번역서는 “유연한 텍스트 파싱 시스템,” Game Programming Gems 2, 정보문화사, 2002.
[Olsen00] Olsen, John, “Fast Data Load Trick,” Game Programming Gems, Charles River Media, 2000. 번역서는 “빠른 데이터 로드 기법,” Game Programming Gems, 정보문화사, 2000.