SDL Game Development: (Black & White) (Anglais) Broché – 24 juin 2013
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Descriptions du produit
Présentation de l'éditeur
BLACK & WHITE EDITION
If you're good with C++ and object oriented programming, this book utilizes your skills to create 2D games using the Simple DirectMedia Layer API. Practical tutorials include the development of two wickedly good games.
- Create 2D reusable games using the new SDL 2.0 and C++ frameworks
- Become proficient in speeding up development time
- Create two fully-featured games with C++ which include a platform game and a 2D side scrolling shooter
- An engaging and structured guide to develop your own game
SDL 2.0 is the latest release of the popular Simple DirectMedia Layer API, which is designed to make life easier for C++ developers, allowing you simple low-level access to various multiplatform audio, graphics, and input devices.
SDL Game Development guides you through creating your first 2D game using SDL and C++. It takes a clear and practical approach to SDL game development, ensuring that the focus remains on creating awesome games.
Starting with the installation and setup of SDL, you will quickly become familiar with useful SDL features, covering sprites, state management, and OOP, leading to a reusable framework that is extendable for your own games. SDL Game Development culminates in the development of two exciting action games that utilize the created framework along with tips to improve the framework.
What you will learn from this book
- Draw in SDL and build the SDL_image extension
- Develop reusable classes
- Get to grips with game related object-oriented programming
- Integrate a variety of user inputs into your games, such as joysticks or keyboards
- Use factories that enable us to create objects dynamically at runtime
- Create 2D maps through the use of tiles
- Easily apply the framework to different game genres
- Understand the scrolling of a tile map using the position of the player and collision detection
Written as a practical and engaging tutorial, SDL Game Development guides you through the development of your own framework and the creation of two exciting, fully-featured games.
Who this book is written for
SDL Game Development is aimed at C++ developers who want to learn the fundamentals of SDL for cross-platform game development. This isn't a beginner's guide to C++, so a good knowledge of C++ and object oriented programming is a must.
Biographie de l'auteur
Shaun Mitchell is a developer at a high profile online gaming company. He holds a BSc in Game Programming and Development from Qantm College / SAE Institute London. Shaun is also a moderator and active member of the
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Détails sur le produit
Commentaires en ligne
Commentaires client les plus utiles sur Amazon.com (beta)
In summary, the book provides a good foundation for writing games with SDL, but the implementation of that foundation isn't quite there. HEED THE BOOK'S WARNING that it is NOT a beginner's guide to C++! BE FAMILIAR with data structures, polymorphism, inheritance, function overloading, pointers, callback functions, and debugging! I bought the book because SDL 2.0 is still relatively new and there aren't that many complete online tutorials available yet. If you have the patience, it might be better to wait for people such as Lazy Foo to finish their online SDL 2.0 tutorials. Otherwise, be prepared to sift through the bugs!
As a for instance, consider the code from Chapter 1. He walks you through how to do something, then redesigns it, then redesigns it again. The placement of global variables changes but there's no mention of it. Then there's the definition of Game.h with function bodies but never any mention to remove them when he creates the real functions a short bit later. All are very simple bugs that any technical reviewer would have caught, but they end up distracting you from the primary purpose of the book.
Last, but not least, let's not discard the entire conversation around the recent SDKs and how to fix SDL to compile with one instead of the DirectX SDK from June 2010. In short, if you are desiring to compile with the most recent Windows SDK (as DirectX as a separate concern has been retired by Microsoft) install the new SDK in its entirety and comment (or remove) the #include <dxsdkver.h> in DirectX.h. In _my_ version of SDL 2, this is line #35.
TL;DR: Not for a beginner (as noted), good pace, very sloppy code that distracts.
However, throughout the book you'll find some mistakes (some minor, some can be seriously major) and things can get pretty complex pretty quickly without proper explanation. I'd recommend going through the book twice if you need a full understanding of how to create a pretty basic engine in SDL2.
The mistakes can become a little bit annoying and can slow down progress very quickly though. The very first mistake is inside a singleton for the texture handler, they neglected to show that you needed a private variable: static textureManager *s_pInstance; -you could have puzzled this out by yourself too.
I have now practically finished the book and I have removed a star. Why? Because I feel this book really bulks up on methods to learn then completely changes them as chapters go along (the states are a good example of this). You'll end up going through thinking this is the way to do things and then he suddenly switches over. I feel Shaun could have explained certain things a hell of a lot better (the state parser and why he put code together the way he did).