• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      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.
Sign in to follow this  
Followers 0
Shayel

Game programming - books?

8 posts in this topic

Hey

I am looking for some book about game programming. Are there any that are not old? I am not looking for a book that covers a specified technology like DirectX or OpenGL, but the techniques of programming the game. How to structure the game, characters etc.. C++ or at least some object oriented approach would be appreciated :) I know just the basics how to create simple "Pong-Breakout-Invaders-Games", but I treat them only as some kind of tutorials.. Do you know any book that can help a beginner in this long and hard journey leading to creating complex games? ;)

0

Share this post


Link to post
Share on other sites

Bump Game Coding Complete.

 

Also 

Frank Luna's Introduction to 3D Game Programming with DirectX 11 is a must have!

I study Computer Games Programming at uni and this is literally our DirectX bible! 

 

 

EDIT:
Link to book 

https://www.google.co.uk/search?safe=off&biw=950&bih=934&tbm=shop&q=Introduction+To+3d+Game+Programming+With+Directx+11&oq=Introduction+To+3d+Game+Programming+With+Directx+11&gs_l=serp.3...8688.8688.0.9009.1.1.0.0.0.0.71.71.1.1.0...0.0...1c.1.12.serp.e1zoMDXWAWg

smile.png

Edited by oldgregg
1

Share this post


Link to post
Share on other sites

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.

Edited by xenobrain
2

Share this post


Link to post
Share on other sites

Bump Game Coding Complete.
 
Also 
Frank Luna's Introduction to 3D Game Programming with DirectX 11 is a must have!
I study Computer Games Programming at uni and this is literally our DirectX bible! 
 

:)


I have both Game Coding Complete and Frank's DirectX 11 book. Which would you recommend I work through first? Someone else said to do DirectX first. Any advice would be awesome, they're both huge tombs of info. I'd consider myself a barely-intermediate c++ programmer. I know the basics of rtti, memory pooling, object factories, templates, the stl, etc. etc.
0

Share this post


Link to post
Share on other sites

Bump Game Coding Complete.
 
Also 
Frank Luna's Introduction to 3D Game Programming with DirectX 11 is a must have!
I study Computer Games Programming at uni and this is literally our DirectX bible! 
 

smile.png


I have both Game Coding Complete and Frank's DirectX 11 book. Which would you recommend I work through first? Someone else said to do DirectX first. Any advice would be awesome, they're both huge tombs of info. I'd consider myself a barely-intermediate c++ programmer. I know the basics of rtti, memory pooling, object factories, templates, the stl, etc. etc.

I'd say the Luna book personally! GCC Is a really good book but it covers perhaps too much at once. 
If you just wanna learn DX go for Luna!

0

Share this post


Link to post
Share on other sites
I managed to get through the vector math chapter, but some of the matrix transformations seem to go over my head. I mostly get it and I got through the pre-req chapters. Do you think I'll just get more used to it as I go through the book?
0

Share this post


Link to post
Share on other sites

For 3D math related to games I would recommend:

 

3D Math Primer for Graphics and Game Development, Second Edition.

http://gamemath.com/about-the-book/

 

The book is not dumbed down but presents the math as it relates to graphics and games.

0

Share this post


Link to post
Share on other sites

For 3D math related to games I would recommend:

 

3D Math Primer for Graphics and Game Development, Second Edition.

http://gamemath.com/about-the-book/

 

The book is not dumbed down but presents the math as it relates to graphics and games.

 

I actually have that sitting right next to me. I've only gotten a few chapters in and I do a little bit of it here and there, but I'm wondering if I can continue with Introduction to 3D Game Programming with DirectX 11 without really comprehending the entirety of it or if I should really wait until my math is there. I'm fairly impatient and have been longing to get acquainted with DirectX for a long time... and in general I feel that I'm very competent with math, I've gone through calculus and discrete math previously (although I'm redoing it again soon).

0

Share this post


Link to post
Share on other sites

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
Sign in to follow this  
Followers 0