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Thread: C++ Standard Programming & Games Programming Books, Websites and Videos!

  1. #11

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    Quote Originally Posted by _Q_ View Post
    Yea I bought GCC as well, I don't like his code, it's way over the top he pulls in all these other libraries and makes a real hash fo it !
    but it's a good read even if you don't use his code
    I'm surprised you feel that way about the libraries. I think it is quite hard to cover an entire game engine they way GCC does without using external libraries. Also, the libraries seemed quite standard from what I remember, mostly Boost and Lua. What was it that you didn't like?

    Also, I see there's a 4th Edition out soon according to the site, so might be worth waiting a bit if you are planning to buy...

    http://www.mcshaffry.com/GameCode/

  2. #12
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    Yea it is tough going in places, especially the math - I've only read a few chapters, 3 or 4 times over, the same ones
    - Game Code Complete is a breeze compared to Mr Gregory !

  3. #13
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    Quote Originally Posted by htk View Post
    I'm surprised you feel that way about the libraries. I think it is quite hard to cover an entire game engine they way GCC does without using external libraries. Also, the libraries seemed quite standard from what I remember, mostly Boost and Lua. What was it that you didn't like?
    http://www.mcshaffry.com/GameCode/
    If he's trying to build a game engine, why use an existing library that takes up loads of space and most of it you not using
    - if he's building a one off game then fair enough, less coding to do

    No problem with Lua script as that is for editors etc.

    EDIT:
    Am not criticising the book, always dipping in to it - just don't like his code much
    Last edited by _Q_; 02-08-2012 at 09:22 PM.

  4. #14

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    Quote Originally Posted by _Q_ View Post
    If he's trying to build a game engine, why use an existing library that takes up loads of space and most of it you not using
    - if he's building a one off game then fair enough, less coding to do

    No problem with Lua script as that is for editors etc.
    I suppose it depends on the constraints of your target platform. Personally I don't find those libraries excessive at all. They provide some very specific functionality and are used by other game engines as well. I don't see myself writing a Physics Engine as part of my Game or Game engine.


    BTW: Most of the boost libraries are header files only, so you don't need any compiled code. For the ones which are compiled, you include only the library you are using. Also, boost tends to be the playground for the next C++ template library. So a good idea to keep an eye on it.


    EDIT: As an example, the book uses the Open Source Bullet Physics engine; but if you look at a commercial alternative like PhysX it gets used in engines such as Unreal Engine 3, Unity 3D, Gamebryo, Vision, Instinct, Diesel, Torque, Hero and BigWorld.
    Last edited by htk; 02-08-2012 at 09:36 PM.

  5. #15
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    I like to keep things simple and not rely on anything, there's no point referencing a library (or .net assembly for that matter) just to use one feature of it
    - becomes much more difficult to manage the whole project, must better to write your own auto_pointer or whatever it is you're using
    Had a look at the boost library and most of it not relevant to game programming (see similar thread with Yaustar)
    As for Physics Engines totally agree, we wouldn't want to go there !

    EDIT:
    Just to qualify the .net thing, if you tick the box marked "Managed Code" in visual studio settings the whole thing is compiled into an intermediate
    'platform independent' machine code. This is compiled 'on the fly' when your program is first run, the os pulls in a load of assemblies that you referenced and compiles it Just In Time for the target machine, but it only needs to do it once, the first time you run it.
    So if you tick managed code, only the auto_pointer bit would end up in the exe, not the rest of it
    ?
    Last edited by _Q_; 02-08-2012 at 10:23 PM.

  6. Default

    Had a look at the boost library and most of it not relevant to game programming (see similar thread with Yaustar)
    As said earlier, you only need to pull in the bits you need.

    As for relevance:
    http://www.boost.org/doc/libs/1_49_0_beta1/libs/array/
    http://www.boost.org/doc/libs/1_49_0...rcular_buffer/
    http://www.boost.org/doc/libs/1_49_0_beta1/libs/crc/
    http://www.boost.org/doc/libs/1_49_0.../function.html
    http://www.boost.org/doc/libs/1_49_0...html/hash.html
    http://www.boost.org/doc/libs/1_49_0...lity/swap.html
    http://www.boost.org/doc/libs/1_49_0...ring_algo.html
    http://www.boost.org/doc/libs/1_49_0...tml/index.html
    http://www.boost.org/doc/libs/1_49_0...ml/thread.html
    http://www.boost.org/doc/libs/1_49_0_beta1/libs/uuid/
    http://www.boost.org/doc/libs/1_49_0...ml/thread.html
    http://www.boost.org/doc/libs/1_49_0...doc/index.html
    http://www.boost.org/doc/libs/1_49_0...html/heap.html
    http://www.boost.org/doc/libs/1_49_0...tml/index.html
    http://www.boost.org/doc/libs/1_49_0...aternion/html/
    http://www.boost.org/doc/libs/1_49_0...doc/index.html
    http://www.boost.org/doc/libs/1_49_0...tml/index.html
    http://www.boost.org/doc/libs/1_49_0...doc/index.html
    http://www.boost.org/doc/libs/1_49_0...st_random.html

    That is from a quick glance. Boost and STL are used by games companies, usually by smaller studios who don't have time or resources to spend rewriting stuff that is already written and freely available. Since they are also standardised, it also means that you have a better chance getting of hitting the ground running when you start working at other companies that also use these libraries.

    Every time I read your posts _Q_, the first thing that comes to mind is NIH syndrome and it isn't something I would encourage others to do.

    http://en.wikipedia.org/wiki/Not_invented_here
    http://c2.com/cgi/wiki?NotInventedHere

  7. #17
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    Quote Originally Posted by yaustar View Post
    Every time I read your posts _Q_, the first thing that comes to mind is NIH syndrome and it isn't something I would encourage others to do.
    What is NIH syndrome ?

    EDIT:
    Not In-House ? No

    EDIT:
    I've got it now, ok but I like a bit of debate, it's healthy and it does help (helps me anyhow!)
    Last edited by _Q_; 02-09-2012 at 09:03 PM.

  8. #18
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    Didn't see the link there, have read it now, you are right I am always analysing and trying to come up with a better solution, even though others have been there and resolved it, I still think I could do better somehow...
    but it's really just a way of learning and understanding it, if you don't question it and pick it to pieces you are never going to understand it

  9. #19

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    Made a thread on this and I see someone has already mentioned it in the thread.

    Just a heads-up that you can pre-order Game Coding Complete 4th Edition for 20 from Amazon. Out in April, I think.

    http://www.amazon.co.uk/Game-Coding-.../dp/1133776574

  10. #20

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    for all the game developers out there have a look at the O'Riely range of games developement books. These come VERY VERY HIGHLY RECOMMENDED from degree level games dev courses (trust me I know)

    they go from the basics to advanced stuff and I've found are very clear and concise.
    sorry don't have links atm

    najo

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