By Mark Collins, Martin Donlin, Steve Baker, Ben Campbell

ISBN-10: 0761532552

ISBN-13: 9780761532552

Mark Collins, Linux online game Programming (Prima, 2001)

The major challenge with interpreting computing device books which are six years previous is that, good, they are six years previous. this isn't an important challenge within the home windows global; as we've seen, occasionally the most up-tp-date home windows know-how will remain round much longer than the carrier contracts mandate. That, notwithstanding, is sort of by no means the case with Linux, the place a tremendous pool of builders pretty well guarantees that issues will develop and alter on a per month, if no longer day-by-day, foundation. nonetheless, the fundamentals of the mandatory wisdom to get below the hood and tinker with Linux will carry actual, so it isn't like there is totally not anything to realize from a booklet like this if you are a complete newb. (Sorry, I despise that spelling, but when i take advantage of the right kind one, Amazon filters it for being one letter off from a definite slang time period they do not appear to like.)

I am, actually, that newb. Having ultimately thrown Microsoft over for reliable in each element of my lifestyles i will (I nonetheless retain a home windows field round for video games, and i've to take advantage of it at work), all these database and video game initiatives i used to be engaged on must be Linux initiatives now. So i began with what i'll get on the library, Collins' six-year-old treatise on Linux video game programming. First, permit me say that if you are searching for hands-on instructional stuff, this isn't the booklet for you. Collins is extra drawn to getting you to appreciate the concepts--why you must do whatever, instead of what it really is you need to do. whereas this is often evidently a great factor and ends up in programmers who comprehend extra of what they're on approximately, it really is most likely worthy a caveat emptor for the folks who're simply trying to find shortcuts, or solutions to a particular challenge. the second one factor to be acknowledged, then, is that video game layout itself is the main moveable a part of any video game venture. whereas Collins does delve into a few issues which are extra acceptable to Linux improvement than the other type (an whole bankruptcy, for instance, is dedicated to the OpenSource debate), a number of the particular instruments Collins talks approximately, and the entire high-level ideas, are appropriate to video game designers who application for any platform. therefore, i may move methods the following; criticize the ebook for probably not being approximately Linux particularly, or compliment it for being universal?

The challenge is, i cannot do one or the opposite. How precious you will discover it's going to most likely depend upon how a lot interpreting you've got already performed on designing video games and constructing video games with C++. If you've gotten performed a great deal, you'll get the main worthy out of the chapters on SDL and openGL/openAL; another way, learn the whole lot. ***

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Linux Game Programming w/CD (Prima Tech's Game Development)

Mark Collins, Linux online game Programming (Prima, 2001)

The major challenge with interpreting desktop books which are six years previous is that, good, they're six years outdated. this isn't an incredible challenge within the home windows international; as we've seen, occasionally the most up-tp-date home windows know-how will remain round much longer than the provider contracts mandate. That, even though, is sort of by no means the case with Linux, the place a major pool of builders pretty well guarantees that issues will develop and alter on a per thirty days, if no longer day-by-day, foundation. nonetheless, the fundamentals of the required wisdom to get less than the hood and tinker with Linux will carry real, so it isn't like there is completely not anything to realize from a ebook like this if you are a complete newb. (Sorry, I despise that spelling, but when i take advantage of the proper one, Amazon filters it for being one letter off from a definite slang time period they do not appear to like. )

I am, in truth, that newb. Having ultimately thrown Microsoft over for sturdy in each point of my lifestyles i will (I nonetheless continue a home windows field round for video games, and i've to exploit it at work), all these database and online game tasks i used to be engaged on should be Linux tasks now. So i began with what i'll get on the library, Collins' six-year-old treatise on Linux online game programming. First, enable me say that in case you are trying to find hands-on educational stuff, this isn't the e-book for you. Collins is extra attracted to getting you to appreciate the concepts--why you must do whatever, instead of what it really is you need to do. whereas this can be evidently an excellent factor and ends up in programmers who comprehend extra of what they are on approximately, it really is most likely worthy a caveat emptor for the folk who're simply trying to find shortcuts, or solutions to a selected challenge. the second one factor to be stated, then, is that online game layout itself is the main transportable a part of any video game undertaking. whereas Collins does delve into a few issues which are extra appropriate to Linux improvement than the other kind (an whole bankruptcy, for instance, is dedicated to the OpenSource debate), some of the particular instruments Collins talks approximately, and all the high-level strategies, are appropriate to video game designers who software for any platform. hence, i may pass methods right here; criticize the booklet for probably not being approximately Linux in particular, or compliment it for being universal?

The challenge is, i cannot do one or the opposite. How necessary you will find it's going to most probably depend upon how a lot studying you will have already performed on designing video games and constructing video games with C++. If you have performed much, you'll get the main worthy out of the chapters on SDL and openGL/openAL; differently, learn the whole lot. ***

Extra info for Linux Game Programming w/CD (Prima Tech's Game Development)

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CVS actually uses GNU’s gzip program for its compression, and n specifies the gzip compression level to use. Compression is a very good idea for performing CVS updates over slow connections. Other Useful Tools UNIX is full of useful programming tools, and unfortunately we can’t cover them all. This section points out several standard shell utilities that often come in handy for programming projects. A full explanation of these utilities is left to the appropriate online manual pages. Rapid Text Searching with grep Programmers often need to search source code for specific strings.

The instructions for building a component are called rules, and the list of files that a component depends on are called dependencies. When make is invoked upon a certain target, it checks that target’s dependency list first. If any of the dependencies have been changed since the target was last rebuilt, the target’s rules are executed. Make also recursively rebuilds any out-of-date targets in the dependency list. This is extremely convenient for large, modular programming projects. Creating Makefiles Make looks for targets and rules in a file called Makefile or makefile.

CVS actually uses GNU’s gzip program for its compression, and n specifies the gzip compression level to use. Compression is a very good idea for performing CVS updates over slow connections. Other Useful Tools UNIX is full of useful programming tools, and unfortunately we can’t cover them all. This section points out several standard shell utilities that often come in handy for programming projects. A full explanation of these utilities is left to the appropriate online manual pages. Rapid Text Searching with grep Programmers often need to search source code for specific strings.

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Linux Game Programming w/CD (Prima Tech's Game Development) by Mark Collins, Martin Donlin, Steve Baker, Ben Campbell


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