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#Actualxenobrain

Posted 17 May 2013 - 08:19 PM

Game Coding Complete 4th Edition is a top recommendation from me as well.

My other two recommendations are Jason Gregory's Game Engine Architecture and [Ed.] Steve Rabin's Introduction to Game Development.

Game Coding Complete is the fast track. While it's engine is simplified for educational purposes and uses a number of shortcuts (like heavy use of DXUT) it's overall architecture and concepts are very real-world, and representative of what you'll find in AAA engines. Also the "Gotcha!", "Best Practices" and the amusing and informative "Tales from the Pixel Mines" sections are all gems.

Game Engine Architecture has minimal code, but it covers a lot of very useful high level concepts. It has excellent coverage of memory allocators, game object systems, asset streaming and more. Where Game Coding Complete gets you hands dirty with a single proven technique, Game Engine Architecture shows you the options and explains why you might choose different ones depending on your requirements. A lot of valuble theory but again don't expect to see much code.


Introduction to Game Developemt has excellent coverage of Game Design, asset generation and pipelines, the business of game development, AI, physics, level design and more. It's an excellent, holistic take on the subject matter. It even has a few chapters on coding that are well written and informative though admittedly somewhat redundant for me after reading the other two.  However, it's a massive tome with something for everyone on the entire development team.


#4xenobrain

Posted 17 May 2013 - 08:18 PM

Game Coding Complete 4th Edition is a top recommendation from me as well.

My other two recommendations are Jason Gregory's Game Engine Architecture and [Ed.] Steve Rabin's Introduction to Game Development.

Game Coding Complete is the fast track. While it's engine is simplified for educational purposes and uses a number of shortcuts (like heavy use of DXUT) it's overall architecture and concepts are very real-world, and representative of what you'll find in AAA engines. Also the "Gotcha!", "Best Practices" and the amusing and informative "Tales from the Pixel Mines" sections are all gems.

Game Engine Architecture has minimal code, but it covers a lot of very useful high level concepts. It has excellent coverage of memory allocators, game object systems, asset streaming and more. Where Game Coding Complete gets you hands dirty with a single proven technique, Game Engine Architecture shows you the options and explains why you might choose different ones depending on your requirements. A lot of valuble theory but again don't expect to see much code.


Introduction to Game Developemt has excellent coverage of Game Design, asset generation and pipelines, the business of game development and more. It's an excellent, holistic take on the subject matter. It even has a few chapters on coding that are well written and informative, for admittedly somewhat redundant for me after reading the other two.  However it's a massive tome with something for everyone on the entire development team.


#3xenobrain

Posted 17 May 2013 - 08:17 PM

Game Coding Complete 4th Edition is a top recommendation from me as well.

My other two recommendations are Jason Gregory's Game Engine Architecture and [Ed.] Steve Rabin's Introduction to Game Development.

Game Coding Complete is the fast track. While it's engine is simplified for educational purposes and uses a number of shortcuts (like heavy use of DXUT) it's overall architecture and concepts are very real-world, and representative of what you'll find in AAA engines. Also the "Gotcha!", "Best Practices" and the amusing and informative "Tales from the Pixel Mines" sections are all gems.

Game Engine Architecture has minimal code, but it covers a lot of very useful high level concepts. It has excellent coverage of memory allocators, game object systems, asset streaming and more. Where Game Coding Complete gets you hands dirty with a single proven technique, Game Engine Architecture shows you the options and explains why you might choose different ones depending on your requirements. A lot of valuble theory but again don't expect to see much code.


Introduction to Game Developemt has excellent coverage of Game Design, asset generation and pipelines, the business of game development and more. It's an excellent, holistic take on the subject matter. It even has a few chapters on coding that are well written and informative, for admittedly somewhat redundant for me after reading the other two. Absolutely massive tome with something for everybody.


#2xenobrain

Posted 17 May 2013 - 08:13 PM

Game Coding Complete 4th Edition is a top recommendation from me as well.

My other two recommendations are Jason Gregory's Game Engine Architecture and [Ed.] Steve Rabin's Introduction to Game Development.

Game Coding Complete is the fast track. While it's engine is simplified for educational purposes and uses a number of shortcuts (like heavy use of DXUT) it's overall architecture and concepts are very real-world, and representative of what you'll find in AAA engines. Also the "Gotcha!", "Best Practices" and the amusing and informative "Tales from the Pixel Mines" sections are all gems.

Game Engine Architecture has minimal code, but it covers a lot of very useful high level concepts. It has excellent coverage of memory allocators, game object systems, asset streaming and more. Where Game Coding Complete gets you hands dirty with a single proven technique, Game Engine Architecture shows you the options and explains why you might choose different ones depending on your requirements. A lot of valuble theory but again don't expect much code except as a brief illustration.

Introduction to Game Developemt has excellent coverage of Game Design, asset generation and pipelines, the business of game development and more. It's an excellent, holistic take on the subject matter. It even has a few chapters on coding that are well written and informative, for admittedly somewhat redundant for me after reading the other two. Absolutely massive tome with something for everybody.


#1xenobrain

Posted 17 May 2013 - 07:04 PM

Game Coding Complete 4th Edition is a top recommendation from me as well.

My other two recommendations are Jason Gregory's Game Engine Architecture and [Ed.] Steve Rabin's Introduction to Game Development.

Game Coding Complete is the fast track. While it's engine is simplified for educational purposes and uses a number of shortcuts (like heavy use of DXUT) it's overall architecture and concepts are very real-world, and reflected in many AAA engines. Also the "Gotcha!", "Best Practices" and the amusing and informative "Tales from the Pixel Mines" sections are all gems.

Game Engine Architecture has minimal code, but it covers a lot of very useful high level concepts. It has excellent coverage of memory allocators, game object systems, asset streaming and more. Where Game Coding Complete gets you hands dirty with a single proven technique, Game Engine Architecture shows you the options and explains why you might choose different ones depending on your requirements. A lot of valuble theory but again don't expect much code except as a brief illustration.

Introduction to Game Developemt has excellent coverage of Game Design, asset generation and pipelines, the business of game development and more. It's an excellent, holistic take on the subject matter. It even has a few chapters on coding that are well written and informative, for admittedly somewhat redundant for me after reading the other two. Absolutely massive tome with something for everybody.

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