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What gamedev books you have in your bookcase?

Started by April 20, 2013 04:35 PM
13 comments, last by Hodgman 11 years, 6 months ago

Here are my books (the proof, albeit a bit messy):

Here are my books (the proof, albeit a bit messy):

Wow, awesome!

Deltron Zero and Automator.

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Can you guys recommend me some books to begin starting my collection? I'm talking about essential C++,OpenGl, Math, Physics and other game development books which are essential for begginer/intermediate game developer? ;)

Deltron Zero and Automator.

Can you guys recommend me some books to begin starting my collection? I'm talking about essential C++,OpenGl, Math, Physics and other game development books which are essential for begginer/intermediate game developer? ;)

This is the best book I have ever read on game developing: natureofcode.com/book/

I'm too lazy to type a list, here's the gamedev/graphics bookshelf in my home office, the more basic or general text-books from university are on a different shelf wink.png

NDFesqD.jpg

...much more geared towards advanced graphics than gamedev tongue.png

From those, a beginner/intermediate C++ programmer should read Scott Meyers' Effective C++ and/or More Effective C++ -- there's a lot of ways that C++ can be used, and these books will help you avoid some bad habits with well written explanations as to why.

Large Scale C++ software design is a little more towards the intermediate/advanced end of things, but is brilliant for anyone trying to work on large projects (like games). There's always a lot of questions on here about how to reduce coupling and dependencies between different code modules, and how to generally keep large code-bases from becoming a mess of spaghetti, and this book explains it all.

Christer Ericson's real-time collision detection covers a lot of the important gamedev math, especially 3D geometry (as hinted by the title).

Jason Gregory's game engine architecture book basically answers all the "how do I make a game engine" posts on these forums smile.png

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