| C++ Game Programming Resource Center | |
| | |
 | C++ Game Programming Sample Chapters | |
| |
| |
|
| Types, Variables, and Standard I/O: Lost Fortune | | http://www.amazon.com/dp/1592002056?tag=deitelassociatin&camp=14573&creative=327641&linkCode=as1&creativeASIN=1592002056&adid=1H27YKRR0EH17SVKWDDQ& | | Sample Chapter: "Types, Variables, and Standard I/O: Lost Fortune," from Beginning C++ Game Programming, May 2004, by Michael Dawson. Discusses C++, using C++ for games, compilers, chapter breakdown of what the test contains, dealing with errors, understanding the ISO standard, writing your first C++ program, introducing the game over program, and commenting code. | | |
|
| Game Technologies | | http://www.charlesriver.com/resrcs/chapters/1584504323_1stChap.pdf | | Sample Chapter: "Game Technologies," from Game Programming in C++: Start to Finish, January 2006, by Erik Yuzwa. Discusses common license agreements, helpful technologies (including Blitz3D/Max, DirectX, FMOD, OGRE, OpenAL, Popcap framework, RatNet, ReplicaNet, Quake2 and Quake3, SDL, and Torque), current versioning systems (CVS), installing CVSNT, using CVS, creating the Superasteriodarena project, working with files, checking out objects, introduction to Doxygen, introduction to InnoSetup, the standard template library (including std::string, std::vector, and std::map). | | |
| |
|
|
| |
 |
|