• 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
Moe091

books/resources for c++ graphics programming(and maybe math too)

5 posts in this topic

I was about to post this in the graphics programming forum but I feel the beginner forum is a better fit, sorry if I judged incorrectly.

 

I am about halfway through c++ primer and I'm starting to get an itch to work on something more interesting after all those hundreds of pages of learning stuff that I already know how to do[in other languages]. I really want to get into graphics programming with c++, I mean my end goal is always to be a great game programmer/designer/developer and I always try to work on things that will get me closer to that goal, but for some reason graphics programming never really interested me until now so it's a bit behind my other skills.

 

I'm already a proficient programmer but I've always used different graphics libraries or simple/restricted api's(like swing) for graphics. I do have a fuzzy and basic theoretical understanding of how accelerated graphics rendering works but I could definitely benefit from an entry level 3d/graphics programming book. I don't really have much of a preference as far as opengl/directx/whatever, I just want to get close to the metal and learn as much practical/useful stuff as I can. I am planning on being a professional game programmer at some point in the future(idk how that is going to work out with the whole not being able to afford to live, let alone go to college, thing, but I have to have some kinda productive goal to work towards in my free time so I don't go crazy) and I think graphics programming/c++ will be valuable things to learn to help get me closer to that goal. So if there is any kind of industry standard or a particular api that is most frequently used by professionals I'd prefer to learn that, but I assume that the knowledge and experience I gain will by useful regardless of the specific technology that I use. I definitely want to learn to write my own shaders as I was just checking out some tech demos people posted on youtube and it really sparked my interest.

 

So what resources or books do you think would be most helpful for me? What technology should I learn(I'm leaning towards openGL but not very heavily)? Oh and also I will probably need to pick up some math, my highschool didn't go past geometry(alternative school) but I have completely learned up to and including pre calc, and a good amount of regular calculus too but not enough to be comparable to taking a calc 1 class. I like math a lot and I can learn it quickly when I need to, so don't recommend things based on what I already know in math because my plan is to learn math alongside graphics as needed, if there is a book that does both that'd be optimal. I do prefer books over other resources because it helps me stay focused and learn a lot about a single topic instead of jumping around the internet doing random tutorials.

 

Okay finally done, thanks for reading. I'm just looking for suggestions for learning resources(preferably books) as well as any other advice you want to offer based on the information in my post

0

Share this post


Link to post
Share on other sites

I know you didn't want tutorials, but one thing that bugged me for a long time was how to use shaders in OpenGL, if you go that route.  If you go to the web site: http://open.gl there is a really nice explanation how shaders work.  It is really a nice tutorial that explains everything you need to start out with OpenGL 3+.  (Rather than resorting to the old and (soon) deprecated NeHe-tutorial.)

 

If you want books still (and going for OpenGL), I would recommend:

 

- Open GL Programming Guide (8th ed) - The official Guide to Learning OpenGL version 4.3.  (NOT the old red-book)

- Open GL 4 Shading Language Cookbook (2nd ed) (David Wolff)

 

Forget about OpenGL version 1 and 2, they will probably be outdated sooner than you think, and you better learn about shaders sooner than later anyways.  (It is not as hard as it seems, you just need the right input.)

 

If you want to learn in general about different rendering techniques, I can warmly recommend the following book too:

 

- Realtime Rendering (3rd ed) (Thomas Akenin-Möller et al.)

 

It is a really thick and handy book that is not going in depth about anything, but familiarises you with a lot of different concepts that has to do with rendering in general. Even though I say that the book is not going in depth on any topic, it is by no means a shallow book.  It is advanced enough that you can do most things youself, or at least point you where to get more information.  (The list of sources is massive - these people have read a lot of papers and books!)

 

For basic trigonometry and vectors, you just need a pre-calculus book, for matrices, a book on linear algebra, for polar coordinates, (complex numbers), books on digital signal processing (phasors) can be useful (for quartenions, for instance), but I think also most calculus books also handles the matter too.  This book was free in the past: http://www.dspguide.com/ Edit: Is still free.  The signal processing book can also be helpful to make filters too, using FIR or IIR.

Edited by aregee
2

Share this post


Link to post
Share on other sites

I would recommend Game Engine Architecture, Jason Gregory, and maybe Real Time Rendering, Thomas Möller.

 

Notice that Game Engine Architecture is on its first edition, but the second edition is almost out. So, if you plan on buying it'd be wise to wait for the 2nd ed to come out and you'll have a fresh and up-to-date book.

1

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