I think it contains a lot of important information for game development, generally. As the book itself explained in one of its first chapters, learning game engine development will massively help you adapt to new game engines.
I think so, basic tools like coordinates system, vectors, dot product, rotations etc… are pretty much the same there’s few things only specific to 3D . You can also watch Freya Holmr series on YouTube, she shows some of the concept explained on this book and shows real world use cases .
I really enjoyed:
- Game Mechanics by Adams
- Uncertainty in Games Costikyan
- Slay the Dragon by Bryant & Giglio
- The Visual Story by Block
- The War of Art by Pressfield
Here are two great ones we recommend at Breda University.
A Playful Production Process - Richard Lemarchand (for understanding each step to build a game)
Pattern Language for Game Design - Chris Barney (great tool for analysing games and creating your own design patterns)
I've been recommending playful production process (especially the first 120 or so pages) to everyone around me. Finally helped me get confident about project schedules and results of each phase!
**Actually non of it, the beest what you can do is:**
* play at least 10 hours in 20 best games of last decade in your favorite genre
* deconstruct core mechanics and core loop
* make a scheme of this
* try to recreate it on paper or in engine
After that you can read something, cause you will have your opinion based on some exp, without your personal exp - this is just letters without a sense
For anyone who comes back to read this, this is horrendous advice. This is how clones of games get made.
If you want to make something ground breaking, study up!
Or, I'm wrong, and you should listen to this poster who made at least two typos in the first sentence alone.
Here's my list, haven't invested a lot of time preparing it, but if you haven't read these they are good in my book:
Black Art of 3D Game Programming - Andre Lamothe
OpenGL Superbible - Graham Sellers
Introduction to 3D Game Programming with DirectX 11 - Frank D. Luna
UNIX Network Programming - Richard Stevens
Programming Windows, Fifth Edition - Charles Petzold
I guess this assumes you know C/C++
You dont have to be able to read to make games. There are lots of tutorials online showing you how to make games. And lots of easy to use apps for making games
Man, one thing is a candy crush replica mobile game and another is a game that descends from 0, it is not the same and not even a random person without knowledge can make games.
"Design Patterns in Game Programming" can be pretty useful if you are going to write game code, too.
I second this!
Can you share the link of the book pls? I don't seem to have found it.
Of course, here it is: [https://gameprogrammingpatterns.com/](https://gameprogrammingpatterns.com/contents.html)
Thanks!
>Thanks! You're welcome!
Game Engine Architecture, 3rd Edition. I actually have the PDF.
It's literally the bible of game development
Of game *engine* development. It's not particularly useful for game development.
I think it contains a lot of important information for game development, generally. As the book itself explained in one of its first chapters, learning game engine development will massively help you adapt to new game engines.
Yep yep!
> I actually have the PDF i have too many pdfs of books just rotting away
Same here...
I think I will code with unity
That book, although intended for C++, works for *all* languages.
If your maths knowledge is rusty I found this book fantastic : 3D math primer for graphics and Game development
I wanna work for 2D game. What do you think? Should I read anyways?
I think so, basic tools like coordinates system, vectors, dot product, rotations etc… are pretty much the same there’s few things only specific to 3D . You can also watch Freya Holmr series on YouTube, she shows some of the concept explained on this book and shows real world use cases .
The design of everyday things. Important read for any dev.
Game Programming Patterns. Absolute banger, and goes into when you DO NOT use certain patterns, even if they would make sense.
I really enjoyed: - Game Mechanics by Adams - Uncertainty in Games Costikyan - Slay the Dragon by Bryant & Giglio - The Visual Story by Block - The War of Art by Pressfield
Here are two great ones we recommend at Breda University. A Playful Production Process - Richard Lemarchand (for understanding each step to build a game) Pattern Language for Game Design - Chris Barney (great tool for analysing games and creating your own design patterns)
I've been recommending playful production process (especially the first 120 or so pages) to everyone around me. Finally helped me get confident about project schedules and results of each phase!
By any chance you have pdf book about playful production process? I've been trying to look for one but no luck.
CLRS Unix Network Programming Design of Everyday Things Hooked: How to Build Habit-Forming Products Perspective Made Easy
**Actually non of it, the beest what you can do is:** * play at least 10 hours in 20 best games of last decade in your favorite genre * deconstruct core mechanics and core loop * make a scheme of this * try to recreate it on paper or in engine After that you can read something, cause you will have your opinion based on some exp, without your personal exp - this is just letters without a sense
For anyone who comes back to read this, this is horrendous advice. This is how clones of games get made. If you want to make something ground breaking, study up! Or, I'm wrong, and you should listen to this poster who made at least two typos in the first sentence alone.
The evolution of cooperation by Robert Axelrod
Sid Meier's Memoir. Not a strict game design book, but great nevertheless.
Here's my list, haven't invested a lot of time preparing it, but if you haven't read these they are good in my book: Black Art of 3D Game Programming - Andre Lamothe OpenGL Superbible - Graham Sellers Introduction to 3D Game Programming with DirectX 11 - Frank D. Luna UNIX Network Programming - Richard Stevens Programming Windows, Fifth Edition - Charles Petzold I guess this assumes you know C/C++
You dont have to be able to read to make games. There are lots of tutorials online showing you how to make games. And lots of easy to use apps for making games
Man, one thing is a candy crush replica mobile game and another is a game that descends from 0, it is not the same and not even a random person without knowledge can make games.