Hi all,

I found this book on Amazon and ordered it. This is aimed for a C++
developer Interested in developing cross-platform games for Windows,
Mac, Linux, Play Station, XBox, etc and looks like a pretty good
introduction on avoiding pitfalls in cross-platform game production.
So far I just browsed through the first chapter and I've encountered
most of the pitfalls he has mentioned first-hand. Yes, make no mistake
about it trying to design a game that will run on multiple platforms
is tough, but this guy seams to know how to cut right through the
minutia and get down to brass tacks. Here is the Description of the

Cross-Platform Game Programming (Game Development)

by Steven Goodwin

Product Description

With many of today’s games being released simultaneously on all
platforms, the need
for a good cross-platform development strategy is essential. Cross-Platform Game
Programming covers this rarely discussed area and provides the techniques needed
to develop your games effectively. It explains the plethora of
problems that exist
within every cross-platform game, and gives you the understanding and
ability needed
to solve them. It also teaches you how to write code that behaves identically on
all machines.

In addition, the book explains why standard libraries are not standard
enough, and
covers the nuances between compilers, debuggers, and operating
systems. Throughout
the book, how-to guidelines are provided for using the same code to
handle different
hardware specifications without change for ported games, or those being build to
work cross-platform from the ground up. It helps senior and lead
programmers determine
where the platform-specific features should start and end, and
provides methods for
achieving this. It also includes support for those using middleware by
how to write code that will run identically on different machines,
despite the platform
making use of the same APIs. Because this book teaches the methods, not the API,
it scales well for future platforms and empowers you to create your own designs.

• BuildTools – Jam, the cross-platform build tool covered in Chapter
11 as an alternative
to Makefiles
• Graphics – OpenGL, GLUT, and Microsoft DirectX SDK
• Utility Libraries – STLport, Boost, POSIX threads for Windows, and PLib
• Scripting – Lua, source for
the Lua interpreter and Lua compiler, and the basic Lua core required by both
System Requirements IBM PC or 100% compatible, 128MB RAM (256MB
recommended), 100MB
of available hard-disk space (500MB additional space is required for
the full DirectX
SDK), and a copy of Microsoft Visual C++ version 6 or above. An Intel Pentium 90
Processor is required, although Pentium II or higher is recommended
for the majority
of the code. A Pentium III, 1 GHz is recommended for the DirectX SDK. Windows 98
SE or later is required with a VGA or higher-resolution monitor (Super
VGA recommended).
The DirectX SDK requires a DX9-compatible graphics card with suitable
drivers and

About the Author

Steven Goodwin has been in the games industry for over 10 years,
progressing from
Windows programmer to lead and management roles on console platforms such as the
PS2, GameCube, and Xbox. During this time, he was responsible for five
titles, including
the #1 selling Die Hard: Vendetta, which appeared on all three of the
above platforms.

He has also written over 30 articles in major publications, including
the UK games
development industry trade magazine, Develop.

Product Details

Paperback:  460 pages
Publisher:  Charles River Media; 1 edition (March 2005)
Language:  English
ISBN-10:  1584503793
ISBN-13:  978-1584503798



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