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Game Programming with Python, Lua, and Ruby (Game Development) 1st Edition
- ISBN-101592000770
- ISBN-13978-1592000777
- Edition1st
- PublisherCourse Technology PTR
- Publication dateDecember 1, 2003
- LanguageEnglish
- Dimensions7.5 x 1.25 x 9 inches
- Print length472 pages
Editorial Reviews
About the Author
His current projects include running an online gaming site that focuses on NWN mods and flash game development. The site has a small but regular following. He is wrapping up production on a full length NWN game mod that is in the late stages of beta testing.
Product details
- Publisher : Course Technology PTR; 1st edition (December 1, 2003)
- Language : English
- Paperback : 472 pages
- ISBN-10 : 1592000770
- ISBN-13 : 978-1592000777
- Item Weight : 1.75 pounds
- Dimensions : 7.5 x 1.25 x 9 inches
- Best Sellers Rank: #6,080,333 in Books (See Top 100 in Books)
- #381 in Ruby Programming
- #9,342 in Video & Computer Games
- #12,557 in Computer & Video Game Strategy Guides
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Where to begin? I suppose my biggest problems with the book are:
1) It's like no one edited the book AT ALL:
By only page 31, already i've had to re-read more than a few sentences because of the blatant grammar errors that I simply don't expect when reading a professionally published book, such as
"A strings is basically..." (p31)
"In the1960's software development..." (p13).
"They can be composed numbers, letters..." (p30)
There are numerous others but I can't remember them off hand.
Also, in Chapter 1 as the three languages are introduced, the author produces a diagram for each language's "family tree". Two out of three of these are completely wrong. Figure 1.5 is labeled as "The Python language family tree", yet the diagram itself doesn't contain Python anywhere-- rather, the root of the tree is Lua. Figure 1.6 is labeled "The Lua language family tree", but again, Lua is nowhere to be found; rather, the root of the tree is Ruby.
How can so many errors exist already, less than one TENTH of the way through the book?
2) Numerous technical errors and misconceptions:
With all due respect, I seriously question the author's grasp of even basic subjects so far.
For instance, on page 25, we're told that the # symbol is used for one-line comments in numerous languages, including *C*. As anyone with even a semester of junior college CS classes knows, the # symbol denotes a proprocessor directive in C, not a single-line comment. This would be nitpicking anywhere else, but in the context of a professionally published book, especially one that's already on such shakey ground, this is unnerving.
On page 18, one of Lua's features is described as the ability to be compiled into byte-code, "simulating a virtual machine". "Simulating" a "virtual" machine? In other words, Simulating a simulated machine. You don't simulate VM's-- the whole concept of a VM is a simulation in the first place. It'd be like "simulating" virtual reality. Again, it wouldn't normally be a big deal, but I can't help but wonder how much the author really "gets" this stuff. This becomes less of a joke when you consider genuine newbies reading this stuff, setting them up for real long-term confusion.
There are other examples but those are two I remember off the top of my head.
3) A book clearly aimed at no one:
This book, as I understood it at least, is aimed at game programmers who want to learn how to use scripting languages to either script their games, or implement their games while using native languages like C++ to handle performance-critical elements such as graphics.
Unfortunately, it also seems to be aimed (in certain parts) at newbies and flat-out non-programmers. On the one hand, the author has gone out of his way to explain what CPU is (!), what commenting is (!), and how parentheses are used to denote order of operations in math expressions (!). Not more than a few pages later, however, we get this sentence (typo taken from actual text):
"[Lists] can be composed numbers, letters, or even constructs such as arrays, hashes or even other lists." (p30)
Exactly what type of reader needs to be told what CPU stands for, what a comment is, and what parentheses mean, but has no problem following along when you mention "constructs" such as arrays and hashes?
My point is that the author is continually wasting time with useless explanations of things that would only serve a *brand new* programmer who knows virtually *nothing* about computers or programming in general. Needless to say, that person simply won't learn anything from a book like this, which would clearly only be useful to an intermediate programmer or better (so far at least). So those of us actually trying to learn something have to sit through these absurd sidebars and tangents instead of focusing on what we came for. Of course, if you actually were a total newbie, you wouldn't be able to understand 90% of the content *aside* from these useless sidebars and tangents.
4) Strange organization:
I'm only about 7 pages into Chapter 2, and I'm already about to give up on this book. This chapter is an absolute train wreck and is the total opposite of the approach that would have worked. Believe it or not, the author is attempting to introduce all three languages, Lua, Python and Ruby, *simulatneously*. In some ways this sounds like a decent idea, since it seems like it would allow the reader to directly compare the languages feature-for-feature. Unfortunately, keep in mind that this book is designed to *teach* these languages, not just compare them. Imagine having to learn three separate topics at one time simply because later on, you'll have to chose one of them to go with. I've never read anything so disjointed in my life. Fortunately, I already know a thing or two about two of these languages, so I can keep my head above water, but it's obvious that if I didn't understand any of them I would be totally lost.
This book is begging to be rewritten in a straightforward divide-and-conquer approach. Teach me things in separate, discrete, understandable chunks, and THEN tie them all together and make the necessary comparisons. Throwing them all into a single chapter TOGETHER makes things endlessly confusing for no reason whatsoever.
5) A weird, sketchy writing style overall:
Lastly, and I admit I don't know quite how to categorize this, the author writes in a style that is just bizarre. Overall, it often sounds like I'm reading a conversation between one beginner-level programmer trying to explain programming concepts to another beginner. Ugh:
- "Variables are holders for data any computer or program might need to use or manipulate."
I know what he's trying to say, but this is a REMARKABLY obtuse way of saying it. "Any computer or program"? "Use or manipulate"? Yeesh.
- "Variables are usually given names so that a program can assign values to them and refer to them later symbolically."
"Usually" given names? That's like saying numbers "usually" have values. And the program doesn't "assign values" to those names-- the programmer does. Variables exist *solely* for benefit of a human programmer, not an executing program. Variables and their names (generally) do not persist beyond the compilation stage, and even when they do (as in the case of late binding or debugging), they still exist for the use of the human programmer only, not the "program". Explaining this concept in such a hazy and clearly incorrect manner is poison for a beginner's understanding.
- "Another commonality between Python, Lua and Ruby is using parentheses() to state precedence;"
This may be true, but why phrase it this way? It implies that the parentheses is a specific feature to these three languages. In reality, the only mainstream alternative to parentheses is RPN, which is used virtually nowhere in modern programming languages. Parentheses are a de facto standard among all high-level languages if ever there was one, not a "commonality" between these three languages. He might as well say the same thing about variables, conditional logic, iteration, and what have you.
To sum up, this is a book that doesn't have a clearly defined target audience (by a long shot), is written in a savagely unprofessional and often baffling style, and is riddled with subtle and not-so-subtle mistakes and innappropriate tangents.
The only reason I've written a review so early into the book (page 31!) is that I'm already thinking about returning it, and want to make sure others have some idea of what they're getting into before they buy it. At best, if you're still curious, give this thing a good 30 minutes at least in your local bookstore, and keep an eye out for the things I mentioned.
The Premier Press GameDev series actually does have a lot of good, underrated titles, and gets a bad rap more often than it deserves, but books like this definitely aren't doing it any favors.
However, it did assist me when I was researching a choice for a programming language (Python). The book shows the pro's, con's, and example syntax which is its best point. The book also mentioned successful projects using a particular language. I was able to check out this book at CompUSA before they closed. I cant recommend purchasing the book for more than a few bucks, but it would be worth a trip to the library or ebook view. You could get the same results by using Wikipedia.
Additionally, there are some pretty atrocious editing errors, including syntax errors in the code that completely obscure the point being made, as well as figures incorrectly matched with their respective captions.
It's not ALL bad, though. There are a few examples here and there that changed the direction of how I considered using Python in games.

