What books should I buy to make games
2006-03-10 23:39
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What books should I buy to make games?
(Click on books to buy)
Despite the focus on role playing games, this books is a great all-around introduction to game programming in general. It also provides excellent coverage of DirectX.
This book provides some of the best introductory coverage of DirectX currently on the market. Each component of DirectX is explained in detail, with numerous examples. A great place to start.
Within reading the first chapter I knew this book was going to be extremely useful and insightful. After several more I knew it was a definite classic for a guide for how to design games from the whiteboard, to the pitch, to the glass CD. I've really enjoyed the case studies, which often mimic things I've noticed or thought about, then dissect the concepts and are always delivered in an intelligent manner.
I have yet to see a game design/development book that has used examples which intrigued me, and this book is full of them. It helps provide a continuous level of confidence in the authors' statements and suggestions since they obviously know what they are talking about and can 'walk the walk' of concise designs. Review by Geoff Howland
Written by two of the owners of GameDev.net, this book serves as an excellent introduction to not only OpenGL, but 3D game programming in general.
(Click on books to buy)
Despite the focus on role playing games, this books is a great all-around introduction to game programming in general. It also provides excellent coverage of DirectX.
This book provides some of the best introductory coverage of DirectX currently on the market. Each component of DirectX is explained in detail, with numerous examples. A great place to start.
Within reading the first chapter I knew this book was going to be extremely useful and insightful. After several more I knew it was a definite classic for a guide for how to design games from the whiteboard, to the pitch, to the glass CD. I've really enjoyed the case studies, which often mimic things I've noticed or thought about, then dissect the concepts and are always delivered in an intelligent manner.
I have yet to see a game design/development book that has used examples which intrigued me, and this book is full of them. It helps provide a continuous level of confidence in the authors' statements and suggestions since they obviously know what they are talking about and can 'walk the walk' of concise designs. Review by Geoff Howland
Written by two of the owners of GameDev.net, this book serves as an excellent introduction to not only OpenGL, but 3D game programming in general.
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