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What gamedev books you have in your bookcase?


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#1 kaktusas2598   Members   -  Reputation: 890

Posted 20 April 2013 - 10:35 AM

So basically what's the question. I don't yet have any game development or programming books, so I'm thinking to start building my own programmer's bookcase :)


Deltron Zero and Automator.


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#2 CryoGenesis   Members   -  Reputation: 499

Posted 20 April 2013 - 01:53 PM

Of the top of my head...

 

CUDA by example.

Physics for Game Developers.

Game Development in Java.

Loads of Game Developers Magazine comics, WIRED comics, Retro Gamer mags and How It Works mags.

Loads of Java Programming books.

Loads of random Computer Science books.

A few different game development ones that I've just completely forgotten.

 

My bookcase is full with just random Java Programming books that I've never read. Along with a, shameful, Visual Basic book which I have trouble looking at without cringing. 



#3 CJ_COIMBRA   Crossbones+   -  Reputation: 837

Posted 20 April 2013 - 02:01 PM

Related to game developing I have only Game Coding Complete, 3rd edition.



#4 kaktusas2598   Members   -  Reputation: 890

Posted 20 April 2013 - 02:06 PM

Yeah, I'm thinking of getting Game Coding Complete, since I still credit myself a beginner and need some book to kick start things off and of course some C++ to use as reference.


Deltron Zero and Automator.


#5 CJ_COIMBRA   Crossbones+   -  Reputation: 837

Posted 20 April 2013 - 05:29 PM

It has some good insights and useful info that will give you an overview of the entire process.



#6 Shaquil   Members   -  Reputation: 815

Posted 20 April 2013 - 05:59 PM

3D Math Primer for Graphics and Game Development

 

It's not that good, honestly. The explanations are odd and the authors seem to unintentionally assume that you know more about (or have an intuition for) linear algebra than a typical beginner would. But as a general overview of linear algebra as it relates to graphics programming, it's somewhat useful. Probably not worth the price, though.



#7 kaktusas2598   Members   -  Reputation: 890

Posted 20 April 2013 - 06:10 PM

3D Math Primer for Graphics and Game Development

 

It's not that good, honestly. The explanations are odd and the authors seem to unintentionally assume that you know more about (or have an intuition for) linear algebra than a typical beginner would. But as a general overview of linear algebra as it relates to graphics programming, it's somewhat useful. Probably not worth the price, though.

I'm thinking abput some Physics and Math books too, to brush my skills on math and learn something to new use in my future games. Any suggestions? Of course, I want to build all my library fromt scratch(Math,General C++, Physics, OpenGl an etc.) I need some pointers to know which books are the best to have.


Deltron Zero and Automator.


#8 ISDCaptain01   Members   -  Reputation: 1443

Posted 20 April 2013 - 11:11 PM

Heres my shelf:

 

Starting out in C++ early objects

Beginning C++ through game programming

Data structures demystified

Introduction to Computer Science using C

Beginning Game Programming

Datastructures for Game Programmers

Game Programming all in one

Game Programming Tricks of the Trade

Game Scripting Mastery

Beginning Math and Physics for Game Programmers


Edited by ISDCaptain01, 20 April 2013 - 11:12 PM.


#9 Anathon   Members   -  Reputation: 175

Posted 21 April 2013 - 03:37 AM

I love writing game tools / technology so i got a whole range of books. Have not read all front to back but look at them as more of a reference

 



#10 KingPrawn22   Members   -  Reputation: 130

Posted 21 April 2013 - 05:19 AM

Head First Java (2nd)

Beginning OpenGL Game Programming (2nd)

Beginning C++ Through Game Programming (2nd)

Accelerated C++

C++ from the Ground Up

OpenGL SuperBible (4th + 5th)

OpenGL Programming Guide (7th)

The Essence of Programming Using C++

Interactive Computer Graphics

Think Like A Programmer

C++; A Beginner's Guide

 

Quite a few. Looking to get the new OpenGL Programming Guide and possibly the new SuperBible too when it comes out.



#11 Zolomon   Members   -  Reputation: 322

Posted 21 April 2013 - 06:15 AM

Here are my books (the proof, albeit a bit messy):


Edited by Zolomon, 21 April 2013 - 06:25 AM.


#12 kaktusas2598   Members   -  Reputation: 890

Posted 21 April 2013 - 07:01 AM

Here are my books (the proof, albeit a bit messy):

Wow, awesome!


Deltron Zero and Automator.


#13 kaktusas2598   Members   -  Reputation: 890

Posted 21 April 2013 - 07:02 AM

Can you guys recommend me some books to begin starting my collection? I'm talking about essential C++,OpenGl, Math, Physics and other game development books which are essential for begginer/intermediate game developer? ;)


Deltron Zero and Automator.


#14 Zolomon   Members   -  Reputation: 322

Posted 21 April 2013 - 08:52 AM

Can you guys recommend me some books to begin starting my collection? I'm talking about essential C++,OpenGl, Math, Physics and other game development books which are essential for begginer/intermediate game developer? ;)

 

This is the best book I have ever read on game developing: natureofcode.com/book/



#15 Hodgman   Moderators   -  Reputation: 31963

Posted 21 April 2013 - 08:33 PM

I'm too lazy to type a list, here's the gamedev/graphics bookshelf in my home office, the more basic or general text-books from university are on a different shelf wink.png

NDFesqD.jpg

...much more geared towards advanced graphics than gamedev tongue.png

 

From those, a beginner/intermediate C++ programmer should read Scott Meyers' Effective C++ and/or More Effective C++ -- there's a lot of ways that C++ can be used, and these books will help you avoid some bad habits with well written explanations as to why.

 

Large Scale C++ software design is a little more towards the intermediate/advanced end of things, but is brilliant for anyone trying to work on large projects (like games). There's always a lot of questions on here about how to reduce coupling and dependencies between different code modules, and how to generally keep large code-bases from becoming a mess of spaghetti, and this book explains it all.

 

Christer Ericson's real-time collision detection covers a lot of the important gamedev math, especially 3D geometry (as hinted by the title).

Jason Gregory's game engine architecture book basically answers all the "how do I make a game engine" posts on these forums smile.png


Edited by Hodgman, 21 April 2013 - 09:20 PM.





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