• 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

Books and resources to learn from ground up

1 post in this topic

Hello, I've been interested in game development since being a kid. Back then I played around with game maker, construct, rpg maker hence even tried to learn UDK when it was new. I've also spent some time trying to learn programming, C, Python, Scheme and probably more.


Now a few years later without touching the realm of game development I've gotten interested again. I have played around with pygame, libgdx and godot. Though I don't have any game in mind, I am more interested how games themselves work, how programmers optimize their code and apply high level abstractions. So what I wanna learn is C++ and OpenGL. Not just the surface, but learning C++ completely (well, I've heard that is impossible but enough so I dare put it on my resume in the future), OOP design and practices, the math required for game programming and of course how to use OpenGL.


So what I am asking is essentially, any recommended books and resources for learning this? What order should I learn the different topics required? Which other topics are essential to learn?


Even if I have used OOP langauges and frameworks, I have to say that I know no OOP at all. I've also never ever done any manual memory management. To make you understand my current programming knowledge I can say that the only programs I've finished is a Lisp interpreter and a Pong game (where I used a high-level 2D api) so I am very much a beginner, but a book for complete beginners might be a bit too slow for me.


Share this post

Link to post
Share on other sites

First, you should learn the language first (C++ in this case).

You can, and should, take a peek or two at some coding styles, good practices, etc, while you're learning, but i'd say try not to overwhelm yourself with too many information at once.

If you follow some of the tutorials i will list below, you should be fine.

Then, when you have a solid understanding of C++, you can start learning OpenGL. One thing i'd advise, is that you don't learn old, fixed function OpenGL, because it is not relevant today. If you don't know what 'fixed function' means yet, don't worry as you'll know when you follow any OpenGL tutorial.

About math, you do need some, but in the OpenGL books/resources that i will list, there is normally a chapter or two about the math required to, al least, get you up and running.


For learning C++, you can check C++ Primer.

You can also check Effective C++ and More Effective C++. These present many tips and guidance on proper use of the C++ language.

Last, but not least, you should check Design Patterns: Elements Of Reusable Object-Oriented Software, which is probably the most extensive guide on design patterns, what they are, when you should use them and when you should not.


For OpenGL, OpenGL SuperBible 5th Edition, which besides being a reference guide on the API, provides a step-by-step guide on how to use modern OpenGL. (meaning shaders, vertex buffers, etc). It also contains bits of information about the math required to work with OpenGL.

If you're also interested in GLSL, you could read OpenGL 4.0 Shading Language Cookbook, which contains a lot of shader code to provide most, if not all, of the visual effects you see in modern games, for GLSL.


Other books that i would highly recommend are Game Engine Architecture and Game Coding Complete 4th Edition.

They both provide an in-depth view on how a game engine works, the components it consists of, a healthy amount of code, etc.

I must mention though, that the second book does not discuss OpenGL, but Direct3D instead, although if you pick these books, it should be for the overview of a game engine, and not a particular graphics API.


On a last note, the GPU Gems book is freely available here. While this doesn't quite fit you're request, you could try to give it a read, if you're interested (it's free anyway).


Here's some links for online resources:















Really the last thing.

Not very related, but if you required 3D models while you dabble with OpenGL, you can find many here (for free, of course).


Hope it helps.

Edited by __SKYe

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