Re: [Audyssey] Cross-Platform Game Programming Book

2010-12-12 Thread NIcol
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!

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Re: [Audyssey] Cross-Platform Game Programming Book

2010-12-12 Thread Thomas Ward
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?

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Re: [Audyssey] Cross-Platform Game Programming Book

2010-12-12 Thread Thomas Ward
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!

---
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Re: [Audyssey] Cross-Platform Game Programming Book

2010-12-11 Thread Charles Rivard
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!

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[Audyssey] Cross-Platform Game Programming Book

2010-12-10 Thread Thomas Ward
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!

---
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.