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What language, compiler and platform should
I make games for?
What are the differences between the languages?
I want to go to school for game development:
What books should I get to learn programming?
(Click on books to buy)
Already a Programmer
Explains C++ from the ground up with real-world examples and an emphasis on hands-on learning, including coverage of the Standard Template Library, one of the most significant additions to C++.
From Microsoft Press, this book has long been considered THE source for learning Windows programming with the Win32 API.
Note that if you just want to learn the basics of Windows programming, most of the game programming books listed below include a primer.
This is an essential book for any programmer. As the name implies,
it covers coding practices and standards. If you've ever looked at code you
wrote 6 months ago and had a hard time figuring it out, this book is for you.
If you ever want to work as part of a programming team, this book is for you.
If you are reading this, this book is for you. ;<) Review by Myopic Rhino
How do I make games?
I am trying to use DirectX to make a 2D game:
I want to make my DirectX game in 16-bit:
How do I use DirectSound?
How do I use DirectInput?
I'm using DirectInput, how do I get useable characters
out of it?
How do I write text in my games?
I want to understand DirectX in a deeper way:
I need help with getting into Direct3D:
I want more information on Direct3D
I need help making an interface for my game:
I want to add networking to my game, help me
I'm trying to add a movie to my game:
I want to do blending or alpha blending in my
I want to make games with some friends over the
What books should I buy to make games?
(Click on books to buy)
Despite the focus on role playing games, this books is a great all-around introduction to game programming in general. It also provides excellent coverage of DirectX.
This book provides some of the best introductory coverage of DirectX currently on the market. Each component of DirectX is explained in detail, with numerous examples. A great place to start.
Within reading the first chapter I knew this book was going
to be extremely useful and insightful. After several more I knew it was a
definite classic for a guide for how to design games from the whiteboard,
to the pitch, to the glass CD. I've really enjoyed the case studies, which
often mimic things I've noticed or thought about, then dissect the concepts
and are always delivered in an intelligent manner.
I have yet to see a game design/development book that has used
examples which intrigued me, and this book is full of them. It helps provide
a continuous level of confidence in the authors' statements and suggestions
since they obviously know what they are talking about and can 'walk the walk'
of concise designs. Review by Geoff Howland
Written by two of the owners of GameDev.net, this book serves as an excellent introduction to not only OpenGL, but 3D game programming in general.