Rating:  Summary: not just for game programmers Review: A 'best practices for C++' type of book using small snippets of code to illustrate the points. There is a lot here that can be applied to any type of C++ development. Makes a good addition to your Effective C++ and Design Patterns(GOF) books. You do own those, right?
Rating:  Summary: A "must-have" instructional reference Review: C++ For Game Programmers by Noel Llopis (a software engineer for Day 1 Studios), is a programmer's guide written especially to address the unique problems of applying C++, the primary computer language for writing games, as well as presenting the art and science of creating a game with smooth interface and gameplay. Focusing on useful ideas and concepts more than source code for game projects, and inspecting the workings of C++ computer games from a game development perspective, C++ For Game Programmers is highly recommended as a "must-have" instructional reference for anyone casually or seriously interested in writing computer games. An accompanying CD-ROM contains source code for fully functional example programs.
Rating:  Summary: Very little relevance to game programming Review: Essentially this is a collection of tips for writing and testing C++ program (presumably better C++ programs). Firstly, games programming usually implies a treatment of graphical algorithms (rendering, mapping and so forth). Be surprised, but this book doesn't cover the usual material. The title is completely misleading. Secondly, if you don't know C++ then this book will be simply over your head. The code snippets are just that - snippets. Many of them, in my opinion, are largely psuedocode in C++ packing. For instance, plugins are presented at so high a level (i.e. so general) that it is difficult to gain anything useful at all from the chapter. Finally, there are good tips and tricks in the book. However, other C++ books present much the same take on performance improvement, memory management and variable scoping. The CD has a bundle of presumably working programs (I didn't compile any) which are worth examining. My overall reaction to this book is quite equivocal. On the one hand if it were another 'how to write great C++ programs' texts, it would be moderately interesting but not top drawer. However, on the other hand, the title suggests that it has a very specific games focus, so you expect game related material. Largely that just isn't there, hence my rating of the book. To be absolutely candid, having read the other glowing reviews, I was astonished when I received the book to discover that it was largely not about game programming (as typified in texts from Dave Eberly, Andre Lemothe, and Alan Watt and Poliocarpo). I had a completely different set of expectations. Unfortunately they were not realised.
Rating:  Summary: Very little relevance to game programming Review: Essentially this is a collection of tips for writing and testing C++ program (presumably better C++ programs). Firstly, games programming usually implies a treatment of graphical algorithms (rendering, mapping and so forth). Be surprised, but this book doesn't cover the usual material. The title is completely misleading. Secondly, if you don't know C++ then this book will be simply over your head. The code snippets are just that - snippets. Many of them, in my opinion, are largely psuedocode in C++ packing. For instance, plugins are presented at so high a level (i.e. so general) that it is difficult to gain anything useful at all from the chapter. Finally, there are good tips and tricks in the book. However, other C++ books present much the same take on performance improvement, memory management and variable scoping. The CD has a bundle of presumably working programs (I didn't compile any) which are worth examining. My overall reaction to this book is quite equivocal. On the one hand if it were another 'how to write great C++ programs' texts, it would be moderately interesting but not top drawer. However, on the other hand, the title suggests that it has a very specific games focus, so you expect game related material. Largely that just isn't there, hence my rating of the book. To be absolutely candid, having read the other glowing reviews, I was astonished when I received the book to discover that it was largely not about game programming (as typified in texts from Dave Eberly, Andre Lemothe, and Alan Watt and Poliocarpo). I had a completely different set of expectations. Unfortunately they were not realised.
Rating:  Summary: Games aren't just about graphics Review: I disagree with the other reviewer who stated "games programming usually implies a treatment of graphical algorithms". Games involve so much more than just graphics, and I wasn't at all suprised at the content of the book. It does go into performance-related issues with templates, exceptions, etc. and is a helpful book for new game programmers. I think too many game programmers focus on graphics... pick up this book and polish up your C++ first.
Rating:  Summary: Games aren't just about graphics Review: I disagree with the other reviewer who stated "games programming usually implies a treatment of graphical algorithms". Games involve so much more than just graphics, and I wasn't at all suprised at the content of the book. It does go into performance-related issues with templates, exceptions, etc. and is a helpful book for new game programmers. I think too many game programmers focus on graphics... pick up this book and polish up your C++ first.
Rating:  Summary: NOT for the beginner Review: I got this bood a few months ago when I was a beginner and it mafe no sense, now it does, it wont teach you the concepts it will tell you how to use them.
Rating:  Summary: Outstanding! Review: I have to admit, I did *know* a good portion of the material covered in the book, but I can now honestly say I truly *understand* it. As an industry outsider, looking to get in, its really nice to have so many concepts clearly and concisely explained, instead of just picking them up here and there.
I have a collection of dozens of books on C++ and Game Programming, but its refreshing to finally find a work that explains relevant topics clearly without either going over my head or (to the other extreme) trying to sound too "hip" and coming across as amateurish.
If you have a working knowledge of C++ and are looking to take the next step in applying your knowledge toward game-related concepts, this book is for you. Don't expect to learn the specifics of AI or game physics, or the latest pixel shader technology, that is not what the book is about. It covers the fundamentals of using C++ in game programming, and it covers them very well.
Rating:  Summary: Good but not complete Review: I read this book in the context of developing a CAD-program, using similar 3D-techniques as used in games. I've enjoyed the more mature C++-level then the usual C++ introductory books. I bought it especially for the plug-ins chapter, which is a workable approach (although the example is Win32-specific. The book tackles a few different subjects that are hard to find elsewhere and that have been very usefull for me. This is not an introductory course and I couldn't have read it last year (although I wish I had known some of these approaches earlier on). It handles the topics in short and understandable examples, which makes it not a full-project approach, but more of a "good practices"-approach. What it lacks is some more detail and some more elaborated examples, but I guess it found a good balance to usable technical approaches and readability.
Rating:  Summary: Good book for learning C++ tips and tricks Review: I think this is a good book. I am not a game programmer, but this book contains a lot of sound advice and tips that I will apply to my current and future projects.
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