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      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.
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wisey

learning vc++/directx

7 posts in this topic

I need some advice about reading material for learning vc++/directx programming. I am working on some prototypes in visual studio using DirectX. I am trying to demonstrate simple things like how to use c++ to do sprite animation in interesting ways. Specifically, I am working on a graph editor for building nav meshs for bots to use A* pathfinding to find a users own ship (simple sprite). The app checks for user input and re-draws the new position based upon the result. And the bots calculate the shortest path each time through the loop and the language moves the bot closer to the user’s ship.

 

Anyhoo. I am getting into difficulty with the language and specifically how to implement design patterns. The problem is obviously that I have never read any official tutorial style book about c++ before. I have Stroustrup’s book for reference. And I have followed tutorials, just clearly not enough of them to be able to turn concepts into code. I have also watched a lot of video tutorials.

 

What I have been told to do by the guru’s on freenode’s #c++ and here (GameDev.net) is to read a book. The guy’s on #c++ have a list of books (some of them are very dated). And one of my thoughts was since I am using vc++ to interact with DirectX that I should buy a book centred around that specifically. Rather than just command line c++ stuff. I am at a loss as to what I should read. And by read, I mean that I want something that I can read cover to cover, word for word. Just to absorb as many skills as I can.

 

At least if I do this then the guy’s on the forums and in chat can’t fob me off by telling me to go and read a book. I really don’t want to jump back into the code base I have been working on until I have completed a thorough treatment of a decent text book.

 

So my question is this. Can you recommend a book? I feel at this stage that just one book should be enough. The reason I am coming to you is that you are a professional vc++/DirectX coder amongst other things.

 

 

--

Steve Wiseman

 

 

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I recommend two useful books:

"introduction to 3d game programming with directx 10"

and for math

"3d math primer for graphics and game development"

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I one of the authors from the Practical Rendering and Computation with Direct3D 11 book, just for full disclosure.  Our book is focused on the Direct3D API, and it uses C++ for all of the code samples which are built upon an open source rendering framework (Hieroglyph 3 like unbird linked above).  So there is sufficient content available in the book for you to learn the API in depth, see some sample programs and then be able to examine the code base as well.

 

However, from your post it sounds to me like you are asking for a book that can teach you both C++ and D3D at the same time.  I would recommend doing that in a two step process unless you already know more about computer graphics and are just migrating from a different API.  The standard text to get started with C++ is the "C++ Primer" - and make sure you get the 5th edition so that you have the latest C++11 content in it.

 

If you can cruise through that book, then pick up a Direct3D book after that (or in parallel if you can't wait) and you will be much better off.  And of course you can always ask questions here if you get stuck.

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Thanks for your replies so far. I also sent a message to somebody working for Ubisoft but he seems to be ignoring every attempt I have made to contact him. Obviously, I would prefer to get advice from a professional so special thanks goes out to Jason Z. 

 

I am going to wait a little longer before I decide how to spend the next year of my life. 

 

--

Steve

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