C++ For Game Programmers (Game Development Series)
 
 
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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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Product Description

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.

On the CD!
The CD-ROM contains the source code for several programs that demonstrate the more complex concepts in the book. They are fully functional programs that show how all the different ideas interrelate and come together.
* MemoryMgr
-- A fully implemented memory manager and a small test application.
* Plugins
A simple Win32 application with plug-ins. The application displays the currently loaded plug-ins, and the plug-ins themselves add some menu entries to the main application.
* RTTI
-- A custom runtime type information system, intended to work only with single inheritance.
* RTTIMulti
A variation on the previous custom runtime type information system. It supports multiple inheritance at the cost of some extra performance.
* ObjectFactory
-- A templatized object factory for game entities.
* Serialization
-- A simple implementation that serializes a full game-entity tree to disk and loads it back.

System Requirements
All the programs were compiled using Visual Studio C++ 6.0 and were tested under Windows 2000. However, except for the plug-ins example, they should all be platform and compiler independent, so they should be easy to compile and run in your favorite environment. The executable for the plug-ins example program is also provided. You can experiment with it without having to compile it first.

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 Bestsellers Rank: #1,140,412 in Books (See Top 100 in Books)

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Noel Llopis
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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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22 of 25 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
(REAL NAME)   
Amazon Verified Purchase(What's this?)
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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11 of 11 people found the following review helpful:
5.0 out of 5 stars Great Tips for Aspiring Game Developers, September 17, 2003
By Eric L. DeBrosse (Middletown, OH United States) - See all my reviews
This review is from: C++ For Game Programmers (Game Development Series) (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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10 of 10 people found the following review helpful:
5.0 out of 5 stars Outstanding!, January 11, 2005
By Michael King (Michigan, USA) - See all my reviews
(REAL NAME)   
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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Most Recent Customer Reviews

4.0 out of 5 stars Computer Science Student
This is a good book if you're a beginner in C++ and are looking to step up your game, it's particularly good because it refers you to other books at the end of each chapter, and... Read more
Published 3 months ago by Amit K. Sharma

5.0 out of 5 stars The next step for C++ programmers!
This is one of the best books on C++ I have ever read. I self-learned C++ programming using Prata's very excellent C++ Primer Plus. That book got me a long way. Read more
Published 7 months ago by E. P. Cane

5.0 out of 5 stars Good book. Bad title
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". Read more
Published on April 23, 2007 by Devlin

5.0 out of 5 stars Excellent C++ Design Book!
While focusing on game development challenges, this book provides excellent advice on designing c++ applications. Read more
Published on January 30, 2007 by Fabio Lessa

4.0 out of 5 stars Game Programming Isn't Just Graphics...
First off, the guy who said this book has nothing to do with game programming is wrong. He was obviously expecting a "read this book and make a Doom clone in 4 hours" book. Read more
Published on April 16, 2006 by Bovine

5.0 out of 5 stars Level-up your C++ skills...
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... Read more
Published on August 21, 2005 by softz

3.0 out of 5 stars Been in the buisness of making games for 12 years
Going through the contents and skimming through, I'm not sure how this book in any way relates to game programming. Read more
Published on March 20, 2005 by M. Jajam

5.0 out of 5 stars Highly recommended !
I work as a programmer many years, and like many seasoned C
programmers, I had a tough time to move from procedural
programming to object oriented programming and to... Read more
Published on January 21, 2005 by GiladR

4.0 out of 5 stars NOT for the beginner
I got this bood a few months ago when I was a beginner and it mafe no sense, now it does, it wont teach you the concepts it will tell you how to use them.
Published on November 14, 2004 by Dan B

5.0 out of 5 stars 3 years experience in a week
thats how useful i feel this book has been. i'm a games content coder, and this book has allowed me to expand on my base knowledge astronomically. Read more
Published on May 14, 2004

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