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C++ for Game Programmers (Charles River Media Game Development) [Paperback]

Mike Dickheiser
4.8 out of 5 stars  See all reviews (9 customer reviews)
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Book Description

24 Oct 2006 1584504528 978-1584504528 2nd Revised edition
"C++ for Game Programmers", second edition is a completely updated and expanded edition of this best-selling reference. As with the first edition, the book is not intended to replace foundational C++ books and reference material: instead, it supplements them by putting everything into perspective from a game-development point of view. The book points out the most effective C++ practices and steers you away from the potentially dangerous ones. It describes common C++ techniques to solve specific problems most game developers face. The second edition includes a wide variety of new, improved examples and illustrations, while preserving the core material from inheritance, performance, memory management, and STL to object creation, object serialization, and scripting languages. In addition, three new chapters have been added to meet the needs of today's game programmers. The first new chapter, C++ Design Patterns, covers the high-level problem-solving constructs that are most commonly found in games and other interactive applications. After the introductory chapters on the Standard Template Library, you'll find a new chapter, Beyond STL: Custom Structures and Algorithms, which provides a detailed hands-on discussion of using C++ to create efficient solutions to difficult problems in a highly structured manner. Finally, the new C++ and Scripting chapter covers the ever-increasing use of embedded scripting languages and the many ways scripting can increase productivity without compromising the power and philosophy of C++. This new edition will serve the needs of game programmers better than ever, and provide those who are new to C++ or new to game development with the techniques they need to get up and running quickly.

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C++ for Game Programmers (Charles River Media Game Development) + Game Engine Architecture + Game Coding Complete
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Product details

  • Paperback: 500 pages
  • Publisher: Charles River Media; 2nd Revised edition edition (24 Oct 2006)
  • Language: English
  • ISBN-10: 1584504528
  • ISBN-13: 978-1584504528
  • Product Dimensions: 18.8 x 2.8 x 23.4 cm
  • Average Customer Review: 4.8 out of 5 stars  See all reviews (9 customer reviews)
  • Amazon Bestsellers Rank: 63,499 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Most Helpful Customer Reviews
17 of 17 people found the following review helpful
5.0 out of 5 stars Excellent next step in C++ 23 April 2007
Format:Paperback
I've been a professional coder for eight years now and have just finished a BSc in Games Computing. I recently went for an interview at a Games Development studio and was shocked by how much of the C++ test I didn't know. The majority of C++ books on the market either deal with the 'first 21 days' - then leave you dry - or, they just tackle one specific topic in more depth than one could need.

This book is different. In the first three chapters I learnt more real knowledge about inheritance, references and their performance impacts than ever before. Each subject has so far been tackled clearly and concisely with good code illustrations of each topic.

If only all C++ books were like this one...
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10 of 10 people found the following review helpful
5.0 out of 5 stars excellent!!! 16 Jan 2008
Format:Paperback
wow.. agree completely with the poster above.

Im a student in my second year of a computer games development degree.

I feel as though ive just gained a MASSIVE headstart against my fellow students! It almost makes me feel guilty if i dont go and tell everyone i know on my course to get this book aswell!

Full of EXCELLENT advice, and packed full of tips.

Before now i knew the theory, and accepted it, but never really knew ...why??...or how topics actually fitted into the bigger picture. This book answers all those questions, and then arms you with some fantastic tips and tricks to not only understand topics in a game development context (which alone would be fantastic), but also shows you how to wrestle topics to the ground and squeeze every last drop of real-time game efficiency out of them.

The holy grail for game programmers who know some theory but want to explore!
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8 of 8 people found the following review helpful
5.0 out of 5 stars Essential C++ book 27 Jun 2009
Format:Paperback|Amazon Verified Purchase
This is one of the best books I've read on C++. Maybe it's one of the best programming books I've ever read. If you know C++ from other books and if you've already wrote a few programs yourself, then this is the best choice to take things a step further.

One of the good things about this book is that it never gets academic. Neither does it get too elaborate. The writer comes straight to the point and manages to explain things without overdoing it.

I can recommend this book to non-C++ and non-game programmers also. There's a lot to learn about the inner workings of memory, compilers, assertions, runtime type information, etc.

One very useful chapter that you don't see often in C++ books is "Dealing with large projects". This chapter contains excellent advice on project structuring and build process optimisation.

Highly recommended!
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3 of 3 people found the following review helpful
5.0 out of 5 stars Readable, Deep and Useful 2 Nov 2009
Format:Paperback
I would recommend this book for any working programmer who's focussed on writing fast and stable code, and that should be just about every coder going.

I'm a self-taught, practical C++ programmer, I don't work on games, but I do need to write tight, quick code, and this is where this book scores highly.

The book tackles various C++ aspects, always focussing on performance, and how to go about getting the most out of limited resources. It details the mechanics of what goes on when you use class hierachies, and the 'cost' of various programming approaches, and then goes on to recommend ways of improving performance and avoiding common pitfalls.

I particularly got a lot out of the memory allocation chapter. I had never before thought about the cost of allocating new memory dynamically, or about heap fragmentation, that stuff had always been too advanced, and I assumed that it did not matter too much. The clear and readable explanations spelt out the subtle problems you can get hit by, and how to avoid them. There is source code for a memory manager that helps you incorporate pre-allocated memory pools, a heap walker, and leak tracker code. As I write a ton of stuff with strings, I was exposed to risks I did not even know about.

This is a great book for going from intermediate to advanced, not in terms of C++ elegance, but in terms of practical application. It does not fry your mind with dense, esoteric stuff, it is very down to earth. I found Scott Meyers books impressive, but very much focussed on the C++ language, and reading a Meyers book cover to cover is hard work. This book differs in that it's more about ways to deal with the hidden overhead of C++, and the conversational style of the text was easy and didn't leave me boggling.
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1 of 1 people found the following review helpful
5.0 out of 5 stars Great book 22 May 2010
By Ian
Format:Paperback
This really is a good book, and I would highly recommend for anyone. It won't take you into the depths of c++ but it will let you know how to design code well, and a lot of oop. Lots of stuff around performance and design. Naturally most of it is relating to game design and problems that crop up, but actually its made me re-evaluate my code for other projects as well. It will often give a few different options of how to approach a solution, and explaining why one is the best or not.

Lovely book to read as well, doesn't need the brain on full power to digest,
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4.0 out of 5 stars Exactly what it says on the tin 22 Aug 2012
Format:Paperback|Amazon Verified Purchase
All the recommendations about this book get it bang on - that is to say, this is a perfect book for someone who can code but want to learn more about how to solve very common and recurring tasks in games creation.

The nice thing about this is that even though it is largely a practical book, it actually makes very good use of it's examples to solidify your understanding of the slightly more complex features of C++ like the STL and templating. As well as talking through the design patterns and conventions for common game development situations, there are some excellent discussions of more abstract problems like memory management, that remain digestible by being placed in the context of making a game.

Overall this is definitely recommended for people with a reasonable amount of coding experience. Not for beginners - this assumes you know how to compile and run your c++ apps, as well as knowledge of common programming concepts!
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