C++ For Game Programmers (Game Development Series) 1st Edition

22 customer reviews
ISBN-13: 978-1584502272
ISBN-10: 1584502274
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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.
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Product Details

  • Series: Game Development Series
  • Paperback: 412 pages
  • Publisher: Charles River Media; 1 edition (April 2003)
  • Language: English
  • ISBN-10: 1584502274
  • ISBN-13: 978-1584502272
  • Product Dimensions: 1.2 x 7.5 x 9.2 inches
  • Shipping Weight: 2 pounds
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (22 customer reviews)
  • Amazon Best Sellers Rank: #616,820 in Books (See Top 100 in Books)

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Customer Reviews

Most Helpful Customer Reviews

27 of 31 people found the following review helpful By Robert Smith on March 25, 2004
Format: Paperback Verified Purchase
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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10 of 10 people found the following review helpful By Michael King on January 11, 2005
Format: 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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9 of 9 people found the following review helpful By Eric L. DeBrosse on September 17, 2003
Format: Paperback
I was pleased to find a book that deals specifically with programming games using C++. This is not a book that teaches you how to program an API such as DirectX; it's a book covering data structures and algorithms useful in game development. An intermediate to an advanced programmer may already know a lot of these techniques, but they are presented in the context of game development. Game programming presents many unique challenges of which this book covers fairly well. I like the book because it was written by a person with real experience developing commercial game engines. I do have one complaint though. Don't expect to find all of the source code mentioned in the book on the accompanying CD-ROM. Small code segments seem to be missing. Nonetheless, I did find several chapters that were well worth the read. Also, if you are rusty with polymorphism and inheritance, the book provides a fairly good review.
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7 of 7 people found the following review helpful By Stefan Boeykens on January 9, 2004
Format: 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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6 of 6 people found the following review helpful By Devlin on April 23, 2007
Format: Paperback
As other reviewers have said this book isn't really a game programming book. It's title really ought to be "C++ programming for high performance applications". That said it is a wonderful book! I highly recommend it as a well written, easy to read intermediate/advanced C++ book.
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8 of 9 people found the following review helpful By softz on August 21, 2005
Format: Paperback
This is indeed a good book. It gives you almost every important tips you ever need to know. After reading this book, if you're able to catch/grasp what the author is trying to convey, I'm sure that you'll have a few level-ups in your C++ skills.

Although it stated for Game Programmers in the title, the tips and tricks can be applied to other application programming using C++ too.

However, if you are looking for design patterns, this is not the book. It doesn't touch anything about design pattern as this is totally out of the scope.

Also, if you are newbie in C++, perhaps you would like to read other C++ book first.
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