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Any recommendations for a book list?

Started by Wizecoder Jun 29, 2009 at 9:40 PM 13 replies 3.4k views
Original Post
Wizecoder
Wizecoder
I am thinking of buying some more game development books(probably close to $200 worth) and i was wondering what everyone would recommend. Here is a list of books i have thought of so far to give everyone an idea of the types of books i am looking for.
  • Real-Time Rendering
  • 3d Game Engine Design
  • Game Programming Gems
  • ShaderX Books
  • Gamedev.net Book Collection
I would appreciate any additions to this list and/or organizing it by what you would prefer. Thanks. :)
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emforce
emforce
it would be wise to tell us which level of programming you are at the moment. So that we can recommend wisely and not take wild stabs at it :D
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Wizecoder
Wizecoder
Well at the moment i am pretty good with c++(about 2 years of experience) and i already have some experience with dx10. So the main types of books that i would like are ones more about efficiency in c++, software architecture(like managing large scale projects efficiently), game programming topics(scene graphs, camera controls, etc...), AI, physics, and game engine development. My current project is a game engine.
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Captain P
Captain P
I'd say, read 'Effective C++' and 'The Pragmatic Programmer'. The first can be a real eye-opener, depending on how well you actually work with C++ at the moment, the second contains a broad range of insight. 'Code Complete' is also a good read.
gekko
gekko
I'd recommend the C++ books by Scott Meyers (Effective C++, More Effective C++, Effective STL) and Herb Sutter (Exceptional C++, More Exceptional C++, Exceptional C++ style) to improve your C++.

Real-time Rendering is a great book, but perhaps not what you're looking for. It explains many graphics techniques and theories, but avoids describing any implementation details. It's very useful if you're learning graphics programming, and one of my favorite books, but you want a more concrete book on DirectX to really get you going. Just don't be shocked to find there's little in the way of coding in that book. Still highly recommended though.

As for the ShaderX and Game Programming Gems series, I find they're best if you can find them in a library. They're full of specific articles, and great when you're looking for that topic, but I find myself bouncing around from one book to the next quite often, and it would be hard to say that "Book X" is the one to own (even the Best of GP Gems). So if you can access them in the library, I'd go that route.
-- gekko
Wizecoder
Wizecoder

I'd recommend the C++ books by Scott Meyers (Effective C++, More Effective C++, Effective STL) and Herb Sutter (Exceptional C++, More Exceptional C++, Exceptional C++ style) to improve your C++.


Would you recommend getting all of them or maybe just one set?
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Nohup
Nohup
Scott Meyers books are a must-have for any programmer.
After you've got those, I'd go for the Game Programming Gems books. (5 and 6 were my favorite).
They're expensive, but very fun books. I keep them on my desk and have people borrowing them all the time.
gekko
gekko
Quote:
Original post by Wizecoder
Would you recommend getting all of them or maybe just one set?


I'd recommend all of them, but I'm not sure I recommend you buy all of them at once. I'd buy one, see how you like it, then consider buying the next. Both are written on sort of an item-by-item basis, it may be worth looking at the table of contents and see if any of the topics covered are more interesting to you than others.

Effective C++ is probably the one I'd recommend the most. I don't think the books are meant to have an order, but it sort of feels like the most useful day-to-day topics come in the first books. Are topics like virtual inheritance useful? Of course, but topics on pointers and references are much more of a "day-to-day" topic. Effective C++ is also newer than More Effective C++ and Effective STL, and does mention "newer" things like shared_ptr.

The other thing to consider is I know the Exceptional C++ and More Exceptional C++ are based of Sutter's GOTW articles. I think more of the Ex. C++ style topics are not (the book is a bit newer, after he stopped GOTW). I'm fairly certain the book expands on more of the articles, and I prefer reading on paper, but you could learn a ton for free simply by reading through the GOTW archive. That's also something to consider.

So personally, I'd recommend you pick up Effective C++ 3rd. Ed. as the first. If you finish it, consider reading one of Meyers' other books. I'd also recommend reading some of the GOTW articles, and if you like them, consider Sutters' books. Also, you may (or may not) consider holding off on buying Exceptional C++. In Sutter's blog, he says he's writing a second edition. I can't wait.
-- gekko
Lord_Evil
Lord_Evil
I second that. Effective C++ is a very good choice.

The ShaderX books mostly contain what their name says: shaders.
I'd say that those books won't help you much at the beginning as most of the topics covered are special rendering effects etc. For a start you should keep things simple and get your architecture running. After that, if you want more sophisticated effects (and maybe need a more sophisticated architecture) the ShaderX series is a valuable resource.

The Game Programming Gems is also very helpful as it covers many different areas like maths, AI, physics, effects, architecture etc. However, you should definitely read the table of contents first, to see if they contain any articles that would help you at the moment.

There are other useful books as well, but many of them depend on what you want to achieve, which libraries you use etc. For example, I'd consider Realtime Collision Detection a must read for everyone who wants to code his own collision detection/response algorithms (if not a complete physics engine). If you plan to use an existing engine like PhysX you can get along without that book (although it still provides much insight).

Same goes for OS or API specific books.
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reptor
reptor
I also recommend the books by Scott Meyers. Very good books. Thanks Scott!
Wizecoder
Wizecoder
Thanks for all of the suggestions. I will probably get the Effective C++ book and maybe game programming gems 6. Anyone have any more suggestions on the game programming/game engine side of things or thoughts on the books i mentioned?


EDIT: Any thoughts on game coding complete?
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MGB
MGB
I second the Realtime collision Detection book - essential for anything more than a demo. Great for building up a math & geom toolkit.
Also depending on your 3d experience, one of 3d math primer or Lengyel's Math for 3d game programming (more advanced).
I don't rate the game programming gems series much for learning the subject, but they're useful for ad-hoc uh... gems, when you know what you're looking for.

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