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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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ISDCaptain01

beginning opengl game programming 2nd edition.

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Has anyone read this book? Im thinking about getting because i want to get started in opengl game programming. It claims to use opengl 3.0. If anyone knows if its a good read let me know your opinion.
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I have it and reference it from time to time, but I have not read it front to back, so my opinion is probably not the best, and additionally, I'm new to opengl myself, so can't speak to what's missing from it, or if it's teaching bad practices (my general impression is that it lays out solid practices, and it seems rather complete). If I recall, it doesn't touch upon shaders all that much, which is a pretty huge part of an opengl based game (typically, though not essentially). Though, to be fair, shading languages aren't technically part of OpenGL. But, you'll likely at some point need additional references for shading languages.

 

My impression of it is that it's closer to a college course on OpenGL than it is a tutorial on how to make an OpenGL based game. Which is either a good thing or a bad thing depending on what you're looking for.

 

It is rather dense though, and heavily theoretical.  It will teach solid principles, but it doesn't really walk you making a game step-by-step, though there are code examples and they do, in fact, walk you through it :P But, due to my inability to start and finish a book that size and density, I had better luck picking and choosing from multiple resources (books, online tutorials, and frankly, the kind help of people on the forum here) depending on what I needed to learn.

 

I can generally find any information I need in it. Though, I find it difficult to parse or understand occasionally (which may be due to me reading it piecemeal, rather than start to finish), and I sometimes require a slightly more dumbed-down or step-by-step resource or explanation of things.

 

I'm glad I have the book, but I also think I'd be either overwhelmed or disappointed if it were my sole resource when learning OpenGL. So, I guess I'm recommending it, unless it's going to be your sole book. In which case, it still might be the book for you, if you're the type that can sit and digest a book this size. I'm the type that needs smaller and a more "here's what you do" approach, and I learn from there by playing with things until I really understand. So, it's not ideal for me, but that doesn't mean it wouldn't be great for you. I don't actually have an alternative for you that has everything you'll need, so I'm perhaps not the best help here tongue.png But, I thought I'd give my experience with it smile.png

 

And, lastly, I think one of the writers is a co-founder of gamedev.net here, so if he's reading this, I loved the book and you're all amazing and beautiful people smile.png

Edited by Misantes
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