Evolution of Video Game Programming
Crane, David. “GDC 2011 Classic Postmortem on Pitfall!” (http://tinyurl.com/6kwpfee). The creator of Pitfall!, David Crane, discusses the development of the Atari classic in this one-hour talk.
Gregory, Jason. Game Engine Architecture. Boca Raton: A K Peters, 2009. This book dedicates a section to several varieties of multithreaded game loops, including those you might use on the PS3’s asymmetrical CPU architecture.
West, Mick. “Programming Responsiveness” and “Measuring Responsiveness” (http://tinyurl.com/594f6r and http://tinyurl.com/5qv5zt). These Gamasutra articles written by Mick West (co-founder of Neversoft) discuss factors that can cause increased input lag as well as how to measure input lag in games.
Dickheiser, Michael, Ed. Game Programming Gems 6. Boston: Charles River Media, 2006. One of the articles in this volume, “Game Object Component System,” describes an alternative to a more traditional object-oriented model. Although this implementation may be a bit complex, more and more commercial games are trending toward game object models that use composition (“has-a”) instead of strict “is-a” relationships.