Benstead, Luke, Astle, Dave, and Hawkins, Kevin. 2009. Beginning OpenGL Game Programming. 2nd ed. Clifton Park, N.Y.: Delmar.
———. 2009. Beginning OpenGL Game Programming. Electronic resource. 2nd ed. Australia: Course Technology/Cengage Learning. https://ebookcentral.proquest.com/lib/bournemouth-ebooks/detail.action?docID=3136157.
Bhangal, Sham. 2001. Flash Games Studio. Birmingham: Friends of ED.
Bourg, David M. 2002. Physics for Game Developers. Cambridge, Mass: O’Reilly.
Bourg, David M. and Seemann, Glenn. 2004. AI for Game Developers. Beijing: O’Reilly. https://bournemouth.on.worldcat.org/oclc/56641979.
‘Flash Kit, A Flash Developer Resource for Macromedia Flash MX Tutorials’. n.d.
‘Flipcode - Game Development Harmony’. n.d.
Flynt, John Patick, Kodicek, Danny, and ebrary, Inc. 2012. Mathematics and Physics for Programmers. Electronic resource. 2nd ed. Boston, Mass: Course Technology PTR. http://site.ebrary.com/lib/bournemouth/Doc?id=10503310.
‘Gamdev.Net - Game Development Software Resources and Information’. n.d.
‘International Journal of Computer Game Research’. n.d.
‘International Journal of Intelligent Games and Simulation’. n.d.
‘J2ME : Java ME : MicroDevNet’. n.d.
‘Java Technology’. n.d.
Laramée, François Dominic. 2002. Game Design Perspectives. Vol. Graphics series. Hingham, Mass: Charles River Media.
Lengyel, Eric and ebrary, Inc. 2004. Mathematics for 3D Game Programming and Computer Graphics. Electronic resource. 2nd ed. Hingham, Mass: Charles River Media. https://ebookcentral.proquest.com/lib/bournemouth-ebooks/detail.action?docID=3135726.
Makar, Jobe. 2003. Macromedia Flash MX Game Design Demystified: The Official Guide to Creating Games with Flash. Berkeley, CA: Macromedia Press :_Peachpit Press.
Miller, Tom and Johnson, Dean. 2011. XNA Game Studio 4.0 Programming: Developing for Windows Phone 7 and Xbox 360. Electronic resource. Upper Saddle River, NJ: Addison-Wesley. https://ebookcentral.proquest.com/lib/bournemouth-ebooks/detail.action?docID=5136041.
Millington, Ian. 2010a. Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for Your Game. 2nd ed. San Francisco, Calif: Morgan Kaufmann. https://bournemouth.on.worldcat.org/oclc/609304030.
———. 2010b. Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for Your Game. Electronic resource. 2nd ed. Amsterdam: Morgan Kaufmann Publishers. https://ebookcentral.proquest.com/lib/bournemouth-ebooks/detail.action?docID=4205386.
Morrison, Michael. 2004. Beginning Mobile Phone Game Programming. Indianapolis, Ind: Sams ;_Pearson Education [distributor].
Partridge, Allen R. 2002. Real-Time Interactive 3D Games: Creating 3D Games in Macromedia Director 8.5 Shockwave Studio. [Great Britain]: Sams.
Vince, John. 2001. Essential Mathematics for Computer Graphics Fast. Vol. Essential series. London: Springer.
‘Welcome to Your Final Year !’ n.d.