Jump to content
  • Advertisement
  • entries
  • comments
  • views

GameDev Books



Updated 3/27/2019

I study how to write my own game engines using modern OpenGL/C# and WebGL/TypeScript. I advice you this book: C# Game Programming: For Serious Game Creation. This book shows how to write your own game engine with maintainable code using TDD. This is a great book. It is not for GameDev only. It shows how to develop big projects in general. I know that you like to write games using Game Engines like Unity. By this book you will know basics of Linear Algebra, Shader Math, Game Physics and so on. Shader Math is important for Unity too because you need to write shaders for Unity. HLSL and GLSL are very similar. It is a great book really.

Behaviour-Driven Development:

Test-Driven Development:

Writing Games:

Computer graphics:

Math and Physics:



Recommended Comments

Thanks for these. I also have Multiplayer Game Programming and think it's a good game development book. It covers a lot in little space, including Peer-to-Peer and Client-Server architecture, reliable UDP, client-side prediction and interpolation, and Steam integration. Also, it's a decent introduction to networking in general.

Share this comment

Link to comment

@Davindius thank you for your comment. I am going to rewrite the RoboCat game from the book to C#. This book is very important for me because it shows how to use low level API (Winsock, WSA, Windows Socket API). I study System.Net.Sockets. The best way to study something is writing simple clone games. I will write prototype games with local network like: Pong, Snake, Battle City and so on. I will improve these games for practice, for getting skills. Programming is a practice on 80% and 20% - theoretical knowledges. I think so. Sorry for my English.

Share this comment

Link to comment

Hi there,

As someone who wants to explore the world of Gamedev without getting hands on with game engines this really is a good list. I do have one question though: do you have any recommendations for books approaching this similar topic but using C++ ?

This might be a silly thought (I'm very new to all this, even programming) but what really is the long term difference in obtaining this knowledge with C# rather than C++?

Share this comment

Link to comment

I study three languages: C#, TypeScript and Python.

My goals:

  • C# - OpenGL 3.1, WinForms, WPF, Unity
  • TypeScript - WebGL 1.0, Three.js, Babylon.js, Phaser, Pixi.js
  • Python - plugins for Blender and Gimp

C# and OpenGL allows to write hybrid (graphics + GUI using WinForms and WPF) non game applications. WebGL and TypeScript allow it online but browser has restrictions. I like to study math (linear algebra, geometry and physic). And I like to study how to make simple game engines for simple games with multiplayer using Node.js, TypeScript, Socket.io, WebSockets with free hosting on Heroku where I can use multiplayer and databases (MongoDB and ClearDB/MySQL). I like to write shaders using math. I study all these stuffs together.

Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By Phantonix
      Hi everyone. As you can probably tell by the topic title, I'm a beginner game developer, and I have a question about a specific game that I want to create. It would be a first-person survival horror game, a mix of Outlast and Slenderman, with the same simple objective of "a figure chasing my character and my character have to escape by completing tasks and eventually getting out... or not.".
      I want the game to look realistic(the main "villain" especially), like in Outlast or if I can give another example, a latest horror game called "Silver Chains". I know that the "scariness factor" doesn't quite come from the graphics(it's an important part IMO, but ofc Corpse Party is a great horror game too), and this is what my question is about.
      Can I pull off a game like that, as an one-man team, with the Unity3D game engine? Or to make a survival horror game like that, do I absolutely need a more robust engine, like Unreal Engine 4? I know that first I should get experience in both, but I can't decide which engine should I focus on primarily, if creating this is my end goal.
      I have some prior knowledge of C#, which Unity uses. I've read up on C++, but the more I get into it, the more confused I get, so I know C++ requires a lot more grit. And I know you can make beautiful indie games with Unity too, but I have doubts that it would be able to handle that much detail in a fast-paced, dark environment.
      Sorry if this is a noob question, I am a noob after all, trying to see things clearer. Thanks for reading this and I'd greatly appreciate if you shared your thoughts!
    • By henri45
      Hello, I’m looking for someone to collaborate with on a game in Unreal Engine 4 . Game will be about trying to save space mining ship from infestation with main character . It would be (Horror) FPS . Here is little about story so far :
      "War on Earth has broken out because need of Oil and big mining ship named ISAU 64 will be sent to explore Asteroid n. 245 821 also know as Outer Asteroid.
      On that Asteroid ancient alien race of Advenats leaved gem also know as Black Diamond what is created by most concentrated material named Henricium in universe gem also have strong mangentic field and is sending strong radio interferences. Black Diamond mutated almost whole popullation of Adventas planet and they were forced to destroy whole planet but Black Diamond survied . So Advenats survivors has swore to destroy gem. Advenats have landed on Outer Asteroid and builed resarch station from they ship . But they again underestimated power of Black Diamond and also mutated and most of them died. "
      List of open positions
      -3D modeller
      -Music Artis
      -Concept Artist
      -Unreal Engine 4 programer
      Conctact me on my discord : Henri #2948 or on g-mail : henrikn.sk@gmail.com

    • By Gaius Baltar
      Hey there,
      I recently came across this: https://github.com/ssloy/tinyraytracer
      It's a raytracer implemented in a very minimal way.
      This person uses a method to find intersections between a ray and a sphere that I can't understand. His implementation is as follows:
      bool ray_intersect(const Vec3f &orig, const Vec3f &dir, float &t0) const { Vec3f L = center - orig; float tca = L*dir; float d2 = L*L - tca*tca; if (d2 > radius*radius) return false; float thc = sqrtf(radius*radius - d2); t0 = tca - thc; float t1 = tca + thc; if (t0 < 0) t0 = t1; if (t0 < 0) return false; return true; } This code confuses me, because I've always used the quadratic formula to get the discriminant of the ray-sphere function. It looks like he is doing the same thing, but perhaps using a different formula to begin with?
      If someone has the time I'd appreciate an explanation or a breakdown of this method.
    • By sandramaj
      Heyo! Can you recommend some online resources for learning Game Programming?
    • By JoAndRoPo
      Hi Everyone!
      I'm in a bit of a pickle right now ☹️! I'm creating a 5x3 Slot game for android and I'm kind of stuck when it comes to the number of symbols placed in each reel😤.
      I tried to understand how the symbols are placed in other android slot games but it's a bit tough😫. Is there a logic behind the placement of symbols🤔? 
      By any chance can anyone out there help me out with the logic/doc./tutorials, etc.,😬? That would be highly appreciated 🙏! 
      Thanks in advance! 
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!