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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Dugusadams

Finished book on C++ where do I go from here

10 posts in this topic

I just finished Programming: Principles and Practice Using C++ but I have no idea how to start game development. Can anyone recommend a book that teaches game programming for people who already know a little c++
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You aren’t ready to learn graphics coding, game architecture, sound programming, etc.
From the sounds of it, you have exactly the experience of reading one book.

Have you actually coded anything?
Can you even make a window in Windows®?

Where do you go from here? To your nearest compiler.
What do you do next? Practice what you have studied. You haven’t even gotten a good feel for the language yet—trying to apply too many new concepts on top of that is just going to burn you out. Don’t be in such a hurry. Everyone learns one step at a time.


L. Spiro Edited by L. Spiro
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I want to reinforce L. Spiro's recommendation to practice. Practice, practice, practice. A good way to do that at this stage is to make several little console-based apps and games using standard input and output (cin & cout). Examples: a number guessing game, an app that performs a number of different conversions (km<->miles, lbs<->kg, etc...), blackjack using numbers to represent the cards, a small text-based adventure game where the player is offered multiple choices for each step of the game, another adventure game where the player can directly input commands to move around, and so on. Each little app you make will help you become more familiar and comfortable with the language and the process. And as your apps get progressively more complex you'll learn more along the way. Eventually, you'll be ready to look into moving beyond the console and into the world of 2D games. Doing otherwise will likely result in a much longer learning process accompanied by a good deal of frustration, disappointment, and unfinished projects.
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I always found text adventures super boring to implement. If you know how to use fstream, maybe it'd make more sense. But otherwise, here are some more interesting ideas:

Hangman
Tic tac toe
a calculator - you can decide how to implement it and what 'extra' features you want to add. I remember implementing factorial and exponents. That was moderately challenging as a beginner because I had never had to think about implementing even something so simple before. But it helps you think more like a programmer.

If you wanna practice memory management and OOP, make a "database" program, where the user specifies the number of entries in the database, and fills out info. The entries can be an array of objects, and the user fills out info that's put into their member variables. Again, unless you use fstream or i/o redirection in unix, this'll be a little odd, but why not? It's pretty interesting.
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I'm sure that there are plenty of practice books out there, but I think a lot of people would agree that you don't really need one. Make up some challenges for yourself. Learn how to break a problem down into its individual parts and figure out how to solve it and put it in code. If you are really at a lack for ideas, whenever I need to sharpen my skills or refresh myself on a language I haven't used in a while, I google search for "programming puzzles" and or something similar. Things like the classic "print the numbers 1 to 100, except for the multiples of 3 print foo, multiples of 5 print bar, multiples of both print foobar". Usually there are answers somewhere on the net, so you know if you have a bug and got it wrong, and you can also check to see if the answer code is faster or better written than yours, so that you know where you can improve. Other than that, just try to make some simple games like Pong, Breakout, or Tetris, or simple text based games. I hope that helps!
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I don't know of any books that just offer exercises, but try some exercises from [url="http://projecteuler.net/"]Project Euler[/url] and [url="http://codekata.pragprog.com/"]Code Kata[/url]. Most "learn to program" type books also offer some exercises that go with the material as it is taught. The lessons at [url="http://www.learncpp.com/"]LearnCpp.com[/url] are quite good and include quiz questions with solutions, so you might also try those.

Otherwise you can do as suggested and just set progressively more difficult goals to approach. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
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Alot of very good suggestions on where to go next or what to do next.
I would like to just add 1 thing to all of the above - As you start coding, also include some game mechanics of simple Table Top games that you all ready know.
For example - Roling dice - 2 dice = 2 sets of random numbers - Programming that and looking at the results ( Individual results as well as combined results ) re-inforces your learing experience if you can apply these newly learned skills to something that interest you.
Doing a text based set of cards - Moving around a virtual Game board combines rolling dice ( Random Numbers ) as well as contrlling location say on a 40 square game board and getting back to the beginning adds data elements.
At least for learning while doing what I wanted greatly helped me. Build from there everytime you turn on the computer, set a new simple goal, acheive it and build more.
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I read this book also. I learned a-lot from it. But I never really needed another book. I suggest reading on the internet. There is only so much a book can teach you and if you get another one you will probably be recovering a-lot of bases and get bored. I think Bjarne Stroustrup wrote a primer also but I think that is for reference only. Here are some c++ practice problems you could use. http://www.cprogramming.com/challenge.html
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