Game Making Books

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Does anyone know of any good programming books that would guide me on the development of a game? I probably don't need code, but I need a guide to base my programming. Probably something that is not too complicated, and please something that is not published when Atari ruled the world. I feel that my current project doesn't have a solid guide, therefore it will probably fail.

I'm looking more for an adventure/rpg like guide. If it talks about the 3d elements to it then even better. Maybe some mmo too.

Game Programming All in One, is good.

So are other things like... The Essentials of User Interface Design... It isn't good to shelter yourself. Explore other avenues to find new gameplay models or ways to better streamline your game systems.

MUD game programming is a good introduction to network programming. Really, a MUD (a text based MMO, essentially) is not that different than a full fledged MMO when it comes to architecture. Of course, a full fledged 3D MMO is a lot more complicated!

I've heard "Programming RPG's With Direct X" (i think that's the title, it's something like that) is a good book and is applicable to much more than just RPG's.

Take some time to learn about data structures & algorithms too, as they'll play a huge role on the performance of any modern processor intensive game.

If "DampeS8N" is talking about '3D Game Programming All in One' by "Kenneth C Finney"/"Andre La Mothe" - then I second the vote.

Also there is 'Game Progamming for Teens' - this is not the Blitz version by "Maneesh" (whatever he is called), this is the MS Visual Basic one by "Jonathan S Harbour".

The whole point of this book is to build a RPG - sort of Baldur's Gate style of RPG.

Won't a generic code book do? As far as I'm concerned, game programming isn't much different from application programming (or whatever programming). The only difference is interaction (which is more related to game design than to code I think), the fact that you'll be needing decent gfx routines (libs or dedicated gamelanguages), and a number of 'intelligence' algorithms (which is mainly math and/or physics).

Well I just got the following 4 books (all brand new) for a total cost of $50. Shipping included. I bought them from the alternative sellers listed on Amazon. I didn't "need" all of them, but some were so cheap I thought "eh, why not?"

-Game Programming Tricks of the Trade
-AI Techniques for Game Programming

------------and the 2 that are applicable to my current project-------

The Definitive Guide to MySQL 5
Game Scripting Mastery (<---goes into writing your own scripting language and VM. Sweet!)

While I know a lot of material can be found for free on the internet (and I do utilize it when I have to) I just really prefer sitting down with a good book. I think the structured and progressive nature of a good book is much more akin to learning in say a classroom environment. It's often too hard for a beginner in a subject (any subject) to usefully piece together snippets of code and ideas from a bunch of thrown together internet tutorials (even the best of them are often short.)

I suppose once I've been coding for a few years it'll be much easier to effectively utilize snippets of info found on the net - but for now I want to build a solid framework of knowledge and the best alternative to having a good mentor is a good book.

Haha, this is sick. "Game Programming Tricks of the Trade" has around 230 pages devoted to coding a Tetris clone in pure assembly.

Now, I'd be pissed if the book was only 500 pages long, but seeing as it's closer to 1,000 pages, and it only cost about $8 with shipping included, I'm decidedly not pissed.

Well, if you're patient, and can wait another half a year, here: http://www.blitzbasic.com/Community/posts.php?topic=65709

I wasn't. "Game Programming All in One" is by Jonathan S Harbour. But they are both from the same series. This one doesn't focus on 3D elements but rather more of the core of game design skills.

Also there is 'Game Progamming for Teens' - this is not the Blitz version by "Maneesh" (whatever he is called), this is the MS Visual Basic one by "Jonathan S Harbour".

The whole point of this book is to build a RPG - sort of Baldur's Gate style of RPG.


Don't forget that they have a 3D Game Programming for Teens as well. I believe that the author of that was Brian Geibler, if I'm stating that author's name right. It's another great book as well. You also got Blitz's own Official Game Programming Manual as well.

Also there is 'Game Progamming for Teens' - this is not the Blitz version by "Maneesh" (whatever he is called)


It's Maneesh Sethi, Puki, and I learned BlitzBasic fom that book. Then taught myself Blitz3d using the command reference. Not much about 3d stuff in Game Programming for teens (which is a stupid title, BTW, because it's really geared toward high schoolers up).

the one Puki is thinking of is called titled Visual basic for teens(this one is just a how to create an RPG)

Maneesh wrote game programming for teens( I find this better than the one above)

then there is also one called 3d game programming for teens it goes over blitz 3d.
EDIT: didn't notice your post dampe

Then if you have Photoshop the dark side of game texturing might be a good read (you might want to order this online it's an older book but it's still modern)

Depending upon what sort of game you actually want to code, there are two books in my library that are quite good; both Charles River Media books. Programming a Multiplayer FPS in DirectX (ISBN 1-58450-363-7) starts with very little and ends up with a FPS shooter that actually works. It's C++ orientated, but the code is general enough that porting to B3D (or C#, for that matter) is reasonably easy.

The other book is Real-Time 3D Terrain Engines using C++ and DirectX 9 (ISBN 1-58450-204-5). It ends up with a fully working terrain engine. Now, the end result, in my opinion, isn't nearly as polished as the first book. The code is ok, but it depends upon shaders for a lot of it's magic.

There are several other titles in the Charles River Media that are quite useful (go Amazon to see them all); when I get a game closer to the saleable stage I'll be reading them.

Game Design - Theory and Practice is also a good book, in that it describes what makes a good level and what makes a bad level. There are quite a few interviews throughout the book that are very interesting to read, too.

Neil