Re: [Audyssey] Cross-Platform Game Programming Book
Hi Tom Sounds like an interesting book. Is the book available as an e-book like .pdf or .html? -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: 11 December 2010 01:08 AM To: gamers@audyssey.org Subject: [Audyssey] Cross-Platform Game Programming Book 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 book. 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 demonstrating 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 OpenGL. 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 http://www.amazon.com/Cross-Platform-Game-Programming-Development/dp/1584503 793 Enjoy! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please
Re: [Audyssey] Cross-Platform Game Programming Book
Hi, Unfortunately, no. I'm going to have to scan it from cover to cover and probably edit it to clean up any scanning errors before I can read it. As the holidays are in full swing I probably won't really get to the book until after Christmas. Cheers! On 12/12/10, NIcol nicoljaco...@telkomsa.net wrote: Hi Tom Sounds like an interesting book. Is the book available as an e-book like .pdf or .html? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Cross-Platform Game Programming Book
Hi, I certainly hope so. Coming up with a cross-platform standard is difficult. Things like object serialization, AKA saving games, etc has to be done in a way that works on multiple platforms. As there is no standard way of handling serialization in C++ you end up having to use something like the Boost API to handle that on the backend and hope to get a uniform standard to work with. Diddo for things like multithreading which is necessary for high speed game performance. Again no universal standard between platforms requiring some sort of middleware like Boost to try and implement universal multithreading that works on Mac, Linux, and Windos equally. In a way this is were Mono, AKA .NET, would shine as most of the stuff like threading, serialization, etc is already designed and added to the framework/API offering a single uniform standard for .NET developers cross multiple platforms. However, as I've already rewritten he engine in C++ I'm not at aall sure I'd want to go back to .NET. On 12/11/10, Charles Rivard woofer...@sbcglobal.net wrote: Think this might be useful for MOTA and future projects that are, or will be in the works? --- Shepherds are the best beasts! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Cross-Platform Game Programming Book
Think this might be useful for MOTA and future projects that are, or will be in the works? --- Shepherds are the best beasts! - Original Message - From: Thomas Ward thomasward1...@gmail.com To: gamers@audyssey.org Sent: Friday, December 10, 2010 5:08 PM Subject: [Audyssey] Cross-Platform Game Programming Book 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 book. 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 demonstrating 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 OpenGL. 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 http://www.amazon.com/Cross-Platform-Game-Programming-Development/dp/1584503793 Enjoy! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management
[Audyssey] Cross-Platform Game Programming Book
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 book. 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 demonstrating 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 OpenGL. 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 http://www.amazon.com/Cross-Platform-Game-Programming-Development/dp/1584503793 Enjoy! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.