Is there any information found in game programming/development books that is not already online?

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7 comments, last by Ravyne 13 years, 2 months ago
Game Development books are very expensive and most of the tutorials online are free. So, are game development invaluble for someone who wants to make games, or are online tutorials better?

Do you have any links to tutorials to make games with directx?
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Books are usually better organized than the tutorials you will find online. In particular, they will cover all the information you need to know. Online tutorials are often very focused towards one topic. Overall, books are not ireplaceable, but they are very good for beginners.

Books are usually better organized than the tutorials you will find online. In particular, they will cover all the information you need to know. Online tutorials are often very focused towards one topic. Overall, books are not ireplaceable, but they are very good for beginners.


Okay. What are your opinions on the following books? Are the helpful or not, have good or bad programming examples,useful for beginners or advanced etc.



http://www.amazon.co...7969955&sr=8-49

http://www.amazon.co...97970012&sr=8-3

http://www.amazon.co...97970012&sr=8-6

http://www.amazon.co...38&sr=8-1-spell

http://www.amazon.co...97970162&sr=1-1

http://www.amazon.co...7970234&sr=1-10

http://www.amazon.co...97970234&sr=1-2
I have not read most of those. "Game Engine Architecture" by Jason Gregory is a very good book for overall engine design. It does not go into to many details though so you will not be able to learn DirectX from it. What are your goals? Are you trying to create a game, a rendering engine, a complete game engine, etc.?

[quote name='EricTheRed' timestamp='1297967730' post='4775505']
Books are usually better organized than the tutorials you will find online. In particular, they will cover all the information you need to know. Online tutorials are often very focused towards one topic. Overall, books are not ireplaceable, but they are very good for beginners.


Okay. What are your opinions on the following books? Are the helpful or not, have good or bad programming examples,useful for beginners or advanced etc.


[/quote]

http://www.amazon.co...7969955&sr=8-49
Have this one on my desk now. I got it used for 15 CAD and am happy. though I don't think I'd pay full price(I've bought numerous books, and find that in an 800 page book, there is maybe 150 pages of good info, that isn't covered in every other book I have, so I tend not to buy programming books unless I get a deal)

http://www.amazon.co...97970012&sr=8-3

http://www.amazon.co...97970012&sr=8-6

Have this as well, and liked it as well, but again would not pay full price.

http://www.amazon.co...38&sr=8-1-spell

http://www.amazon.co...97970162&sr=1-1

This will definitely end up on my shelf at some point, but are you making a Game or an Engine?

http://www.amazon.co...7970234&sr=1-10

http://www.amazon.co...97970234&sr=1-2

Haven't seen this one before, but on the link you provided, you can pick up this and the gregory book and a third book by J.harbour on multi-threaded engine design, all for about 135... not bad, but again Game or Engine...

The 2 books I own off of that list, I'll warn you know, use technology that is depreciated, or outright removed from current versions of DirectX. You may find it is pain to get examples to compile in a newer environment, especially if you are new to programming

I have not read most of those. "Game Engine Architecture" by Jason Gregory is a very good book for overall engine design. It does not go into to many details though so you will not be able to learn DirectX from it. What are your goals? Are you trying to create a game, a rendering engine, a complete game engine, etc.?


All three. But that will take several years, since I need to learn C++ first.

[quote name='EricTheRed' timestamp='1297971050' post='4775538']
I have not read most of those. "Game Engine Architecture" by Jason Gregory is a very good book for overall engine design. It does not go into to many details though so you will not be able to learn DirectX from it. What are your goals? Are you trying to create a game, a rendering engine, a complete game engine, etc.?


All three. But that will take several years, since I need to learn C++ first.
[/quote]
You don't need to learn c++ or any specific language to do either of those. Most people recommend c# or python as a starting language(Full disclosure:, My first step into game dev was in c++, but I'd learned a lot of programming methodology working with PHP, pascal, and basic before that). So if your looking to get started, I recommend looking for a beginner game programming book in one of those languages. If your firm with your choice of c++, I would probably go with the RPG or FPS game book, as they will not only go through beginning C++, but also game and engine development, though not as in depth as the Gregory tomb.
I just have a quick note about Programming Roleplaying Games in DirectX-- it's a fine book for structure and design purposes, but it's all written with DirectX 8, which is pretty outdated. If you don't already know DirectX, or at least have a good chunk of programming experience, you might be better off with a different book to start.

More generally, there is a lot of good information in a lot of books that would be hard to duplicate with browsing around online, particularly with regard to game programming. But if you're just starting out as a programmer, your money will be better spent on a solid introductory programming book for your language of choice (C# is great, as is Python). Programming games is a specific application of programming in general, and trying to do the games end of things too big and too early can be very demoralizing.

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In general, you should probably avoid very topic-specific books (Program XXX in YYY), especially as a beginner. They quickly become outdated very quickly, and as a beginner you are not usually equipped to fully understand and extrapolate the material when technology has moved on. Basically, reading these kind of books early on is a bit like reading a recipe book and calling yourself a chef -- you might make a mean meatloaf, but that doesn't mean you understand food. Then later, once you are more sound in your base of knowledge, they will generally be quite useless to you -- at that point, its better to read lots of papers or more general books, then develop your own solutions. The exception to this rule is a rare few books, such as those by David Eberly (which, while specific and shallow in title, are both broad and deep in content).

A good rule of thumb, I find, is to ask yourself whether you see yourself referring to this book in 5 years, or whether you will regret buying it in hindsight. I have an entire (7foot tall, 3 feet wide) bookshelf, which is nearly half programming and technology books -- every book on my shelf fits neatly into one of those two categories, and I love or regret each purchase in kind -- especially when it comes time to move to a new apartment. Bad books don't amount to much more than dead trees and back pain.

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