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C++ For Game Programmers (Game Development Series) [Illustrated] [Paperback]

Noel Llopis (Author)
4.6 out of 5 stars  See all reviews (22 customer reviews)


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Book Description

1584502274 978-1584502272 April 2003 1
C++ is the primary language used in game development; however, game programming has a unique set of challenges, which general application development techniques and recommendations don't apply to. Written to address this issue, C++ for Game Programmers provides practical suggestions for what C++ features to use in game development and why. Many of the misconceptions of C++ are clarified, and programmers learn the most effective methods for using the language to create games. This is primarily a book about ideas and concepts: it is not just a source of C++ code to use in your game project. Instead, C++ for Game Programmers covers how things work from a game-development perspective, and provides practical rules to follow. It points out the most effective C++ practices and steers developers away from the potentially dangerous ones. It describes common C++ techniques to solve specific problems faced by most developers, and focuses on techniques that have been proven in real games. Additionally, specific new technologies such as STL are covered in detail, along with the challenges specific to different platforms such as PCs or game consoles. The techniques presented apply to all aspects of game programming, including graphics, physics, and AI. C++ for Game Programmers is the perfect resource for game programmers looking to perfect their C++ skills, and experienced programmers interested in entering the game industry. Graphics, embedded systems, and real-time systems programmers facing the same challenges as game programmers will also benefit from the ideas and techniques covered.


Editorial Reviews

About the Author

Noel Llopis (Timonium, MD) is a software engineer at Day 1 Studios. He developed the technology for the game MechAssault and is now busy researching and implementing the technology for upcoming games. He holds a B.S. in Computer Engineering from the University of Massachusetts Amherst, and an M.S. in Computer Science from the University of North Carolina at Chapel Hill. He is also is a member of the Gamasutra editorial advisory board, and has written several articles on programming techniques in the Game Programming Gems series. He is a regular speaker at the Game Developers Conference.

Product Details

  • Paperback: 412 pages
  • Publisher: Charles River Media; 1 edition (April 2003)
  • Language: English
  • ISBN-10: 1584502274
  • ISBN-13: 978-1584502272
  • Product Dimensions: 9.2 x 7.4 x 1.2 inches
  • Shipping Weight: 2 pounds
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (22 customer reviews)
  • Amazon Best Sellers Rank: #594,414 in Books (See Top 100 in Books)

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Customer Reviews

22 Reviews
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Average Customer Review
4.6 out of 5 stars (22 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

22 of 26 people found the following review helpful:
5.0 out of 5 stars Awesome! A Great C++ Book!, March 25, 2004
By 
Robert Smith (Columbia, MD USA) - See all my reviews
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This review is from: C++ For Game Programmers (Game Development Series) (Paperback)
This book is not about game programming. It is about using C++ effectively to write game code. It is for "Programmers" who use C++ to write game code. Just wanted to clear that up for some of you boneheads who were expecting some kind of graphics tutorial.

Anyway, I devoured this book in a few days. It is written in the fasion of Scott Meyers indispensable "Effective C++" series. Noel explains what the compiler may or may not do for you. For instance, you may be surprised to learn that your inline functions may in fact not be inlined. Noel explains why and how to better your chances of getting your function truly inlined. If you are used to always writing copy constructors, Noel will show you when not to in game code. The breakdown of the virtual function table for an object with multiple inheritance was an eye opener. He also supplies a memory manager worth it's weight in gold! (How do you weigh code...?)

Also covered are the STL, Abstract Interfaces (great for implementing your graphics pipeline in BOTH Direct X and OpenGL), Plug In's (very cool coverage) as well as implementing your own Run Time Type Checker you can use in your Linux code as well (MicroSoft's RTTI bytes).

What Noel stresses throught the book is if your code is doing something a hundred thousand times each frame, you better know what it's really doing! The code snippets are perfect. They are not complete examples you can rip off and drop into your own code. But they do show you enough to make you say "Ah ha! Thats how its done." If you are a software engineer by profession, you will find yourself hurrying to work to see where you can improve that dog you are working on. I carry a book bag every day with 5 or 6 programming books that should be in every programmers library. This book is now one of them.

Finally, if you want a sample of Noels writing, run out and pick up a copy of the April 2004 issue of "Game Developer" magazine and check out his article on "Optimizing the Content Pipeline."

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9 of 9 people found the following review helpful:
5.0 out of 5 stars Outstanding!, January 11, 2005
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This review is from: C++ For Game Programmers (Game Development Series) (Paperback)
I have to admit, I did *know* a good portion of the material covered in the book, but I can now honestly say I truly *understand* it. As an industry outsider, looking to get in, its really nice to have so many concepts clearly and concisely explained, instead of just picking them up here and there.

I have a collection of dozens of books on C++ and Game Programming, but its refreshing to finally find a work that explains relevant topics clearly without either going over my head or (to the other extreme) trying to sound too "hip" and coming across as amateurish.

If you have a working knowledge of C++ and are looking to take the next step in applying your knowledge toward game-related concepts, this book is for you. Don't expect to learn the specifics of AI or game physics, or the latest pixel shader technology, that is not what the book is about. It covers the fundamentals of using C++ in game programming, and it covers them very well.
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7 of 7 people found the following review helpful:
4.0 out of 5 stars Good but not complete, January 9, 2004
This review is from: C++ For Game Programmers (Game Development Series) (Paperback)
I read this book in the context of developing a CAD-program, using similar 3D-techniques as used in games. I've enjoyed the more mature C++-level then the usual C++ introductory books.

I bought it especially for the plug-ins chapter, which is a workable approach (although the example is Win32-specific.

The book tackles a few different subjects that are hard to find elsewhere and that have been very usefull for me. This is not an introductory course and I couldn't have read it last year (although I wish I had known some of these approaches earlier on).

It handles the topics in short and understandable examples, which makes it not a full-project approach, but more of a "good practices"-approach.

What it lacks is some more detail and some more elaborated examples, but I guess it found a good balance to usable technical approaches and readability.

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Inside This Book (learn more)
First Sentence:
Inheritance is a fundamental concept that will be used often in advanced C++ topics, and it will appear repeatedly throughout this book. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
return value optimization, hashed containers, second parent class, game entities, using abstract interfaces, hashed associative containers, allocation header, game entity, sorted associative containers, custom allocators, void operator delete, runtime type information, vtable pointer, precompiled headers, graphics renderer, template specialization, using virtual functions, container adaptors, virtual function calls, smart pointers, virtual inheritance, memory alignment, other header files, memory allocation functions, sequence containers
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Charles River Media, Game Programming Gems, Visual Studio, Design Patterns, More Effective, Game Programmer, Microsoft Press, Morgan Kaufmann, Programmer Pete, Standard Template Library, Game Engine Design, Parentl Parentl Child Child
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