๐”– Scriptorium
โœฆ   LIBER   โœฆ

๐Ÿ“

Linux Game Programming w/CD (Prima Tech's Game Development)

โœ Scribed by Mark Collins, Martin Donlin, Steve Baker, Ben Campbell


Publisher
Muska & Lipman/Premier-Trade
Year
2002
Tongue
English
Leaves
334
Series
Prima Tech's Game Development
Edition
1
Category
Library

โฌ‡  Acquire This Volume

No coin nor oath required. For personal study only.

โœฆ Synopsis


Mark Collins, Linux Game Programming (Prima, 2001)

The main problem with reading computer books that are six years old is that, well, they're six years old. This is not a huge problem in the Windows world; as we have seen, sometimes the most current Windows technology will stay around a lot longer than the service contracts mandate. That, however, is almost never the case with Linux, where a massive pool of developers pretty much ensures that things will grow and change on a monthly, if not daily, basis. Still, the basics of the necessary knowledge to get under the hood and tinker with Linux will hold true, so it's not like there's absolutely nothing to gain from a book like this if you're a total newb. (Sorry, I despise that spelling, but if I use the correct one, Amazon filters it for being one letter off from a certain slang term they don't seem to like.)

I am, in fact, that newb. Having finally thrown Microsoft over for good in every aspect of my life I can (I still keep a Windows box around for games, and I have to use it at work), all those database and game projects I was working on will have to be Linux projects now. So I started with what I could get at the library, Collins' six-year-old treatise on Linux game programming. First, let me say that if you're looking for hands-on tutorial stuff, this is not the book for you. Collins is more interested in getting you to understand the concepts--why you want to do something, rather than what it is you want to do. While this is obviously a good thing and leads to programmers who understand more of what they're on about, it's probably worth a caveat emptor for the people who are just looking for shortcuts, or answers to a specific problem. The second thing to be said, then, is that game design itself is the most portable part of any game project. While Collins does delve into some things that are more applicable to Linux development than any other sort (an entire chapter, for example, is devoted to the OpenSource debate), many of the specific tools Collins talks about, and all of the high-level concepts, are applicable to game designers who program for any platform. Thus, I could go two ways here; criticize the book for not really being about Linux specifically, or praise it for being universal?

The problem is, I can't do one or the other. How valuable you'll find it will likely depend on how much reading you've already done on designing games and developing games with C++. If you've done a good deal, you will get the most worth out of the chapters on SDL and openGL/openAL; otherwise, read the whole thing. ***


๐Ÿ“œ SIMILAR VOLUMES


Linux Game Programming w/CD (Prima Tech'
โœ Mark Collins, Martin Donlin, Steve Baker, Ben Campbell ๐Ÿ“‚ Library ๐Ÿ“… 2002 ๐Ÿ› Muska & Lipman/Premier-Trade ๐ŸŒ English

With the growing interest in Linux on the desktop, it is only a matter of time until everyone will want high-quality Linux games. With commercial developers now setting up in-house teams for porting their titles to Linux, people are finally acknowledging that the OpenSource platform is a viable gami

Multiplayer Game Programming w/CD (Prima
โœ Andre LaMothe ๐Ÿ“‚ Library ๐Ÿ“… 2002 ๐Ÿ› Course Technology PTR ๐ŸŒ English

Multiplayer Game Programming enables you to write your own completely Internet-ready video games using DirectX and/or sockets. This book reveals techniques and secrets of online gaming technology and teaches you the skills necessary to get involved in the video game industry. This book is perfect fo

Multiplayer Game Programming w/CD (Prima
โœ Andre LaMothe ๐Ÿ“‚ Library ๐Ÿ“… 2002 ๐Ÿ› Course Technology PTR ๐ŸŒ English

This book was interesting back in 2001, but today DirectPlay is deprecated, so 80% of this book is now no longer useful. That isn't saying much though: I doubt if any programming book written 8 years ago is still relevant! But still, it was an interesting read at the time and I would like to see a n

OpenGL Game Programming (Prima Tech's Ga
โœ Kevin Hawkins, Dave Astle, Andre LaMothe ๐Ÿ“‚ Library ๐Ÿ“… 2002 ๐Ÿ› Course Technology PTR ๐ŸŒ English

This robust CD contains source code from the book as well as examples of OpenGL games in the online game development community. Also included are a variety of tools such as the OpenGL libraries, GLUT, Paint Shop Pro shareware, and sound editing software. This book is a complete guide to game develop

Beginning Direct3D Game Programming (Pr
โœ Wolfgang Engel, Amir Geva ๐Ÿ“‚ Library ๐Ÿ“… 2001 ๐Ÿ› Prima Publishing ๐ŸŒ English

Beginning Direct3D Game Programming covers all of the elements that are necessary to create a Direct3D game for your PC! You will learn the essentials of Direct3D game programming, including basic algorithms, texture mapping basics, 3D math, lighting, use of depth buffers, and much more! This book

Multiplayer Game Programming w/CD
โœ Andre LaMothe ๐Ÿ“‚ Library ๐Ÿ“… 2002 ๐ŸŒ English

This book was interesting back in 2001, but today DirectPlay is deprecated, so 80% of this book is now no longer useful. That isn't saying much though: I doubt if any programming book written 8 years ago is still relevant! But still, it was an interesting read at the time and I would like to see a n