PDF Ebook C# Game Programming: For Serious Game Creation, by Daniel Schuller
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C# Game Programming: For Serious Game Creation, by Daniel Schuller
PDF Ebook C# Game Programming: For Serious Game Creation, by Daniel Schuller
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Even experienced game developers sometimes have a hard time making their vision for a great game a reality. The number of available programming languages, libraries, and production methods can make the development process overwhelming and result in complicated, unreliable game code. C# Game Programming: For Serious Game Creation shows programmers how to write simple, clean, and reliable code step-by-step through the creation of a basic game. The game is built using C#, a high-level programming language, and OpenGL, an industry favorite for graphics display. You'll get an overview of the methods and libraries used to build good games, learn how to use those libraries and create your own, and finally build your own scrolling shooter game. You'll even find tips and information on how to develop your own game ideas and you'll have an excellent code base to work with. C# Game Programming: For Serious Game Creation provides you with all the information you need to take your game ideas from concept to completion.
- Sales Rank: #700692 in Books
- Published on: 2010-06-16
- Original language: English
- Number of items: 1
- Dimensions: 9.00" h x 1.20" w x 7.20" l, 1.95 pounds
- Binding: Paperback
- 448 pages
Review
PART I: BACKGROUND. 1. C# Brief Overview and Latest Features. 2. OpenGL Brief Overview. 3. Tao Brief Overview. 4. Modern Methods. PART II: IMPLEMENTATION 5. Basics. 6. Games. 7. Accelerated 2D Graphics. 8. Math. PART III: GAMES. 9. 2D Space Game. 10. 3D Battlezone-Type Game. Part IV: Your Game. 11. Overview of Game Genres. PART V: RECOMMENDED READING. Appendix.
About the Author
Daniel Schuller is a British-born computer game developer who has worked and lived in America, Singapore, Japan, and is currently working in the United Kingdom. He has released games on the PC as well as the Xbox 360 and PlayStation 3. He has developed games for Sony, Ubisoft, Naughty Dog, RedBull, and Wizards of the Coast, and maintains a game development website at http://www.godpatterns.com. In addition to developing computer games, Daniel also studies Japanese and is interested in Artificial Intelligence, cognition, and the use of games in education.
Most helpful customer reviews
30 of 31 people found the following review helpful.
Fantastic resource!
By Andrew
I'm just getting back into computer programming, a hobby I enjoyed in high school (7+ years ago). For months I struggled with trying to "break the ice" to get back into programming because so much had changed over that time and it was somewhat overwhelming. I decided to give this book a go since it was new and used C# and OpenGL, both of which I was interested in learning.
In starting this book, I was familiar with general programming concepts but had zero experience with C# or OpenGL (or any other graphics API). This book takes you through creation of a fairly robust game engine, class-by-class, with excellent exercises, explanations, and implementation examples along the way. The pacing was excellent, the concepts well explained, and the included CD was a great reference for checking my code for errors.
In less than a month I feel like I've broken the ice completely- I have a healthy base knowledge of good gaming concepts, a decent understanding of OpenGL, and a very easy-to-use collection of classes for game creation. Even better, after working through the book twice (maybe 30 or 40 hours of reading and coding) I have a thorough enough understanding to modify, expand, and utilize the engine for projects beyond the ones presented in the book...and that's the real goal.
One of the coolest things about this book is how it teaches various game-specific concepts that I've always wanted to learn about. Things such as coding efficient game loops, rendering, the graphics pipeline, and handling game states are presented in a simple and elegant way, with examples of good vs. bad practices and glimpses into how such things are handled on a professional level. It was very refreshing to get some insight into how games are made "for real" and feel like I'm on a track to take my hobby to the next level. I will be spending my summer using the knowledge I learned from this book as a springboard to learn 3D graphics and game programming and to have fun making my own games. I'd have rated it 6 stars if I could :)
13 of 13 people found the following review helpful.
Good but not amazing
By lid6j86
This is really the only book I have found that discusses game programming for C# using OpenGL. It has helped me immensely in understanding quite a few concepts that were foreign to me. First, there are a few things that people should understand: This is not for brand new programmers. Programming graphics is a level beyond a new programmers abilities, and throwing these concepts at a new programmer will essentially set them up for failure. You should understand the basic concepts of programming and OOP first. I would highly recommend the Wrox series for this task, as they do a fantastic job of breaking down code and how it works.
For those of you who have experience and wish to start making games/graphics programs with C#, this is a great starter for the concepts. This is the book I started off with, but ultimately this book alone will not be enough. Use this book as a baseline to start with a basic framework for how things operate. Although it does go to a very limited degree into 3D math, this is definitely not the book to study for familiarization with it. It covers the type of math you would need to research for game programming, and it is up to you to research it further to gain a better grasp.
There are a few thigns to note:
the TAO framework that is used in the book (although technically still downloadable and useable) is depreciated, and has for the most part turned into OpenTK [...] You will have to 'translate' the code to the new wrapper, because the structure is different, and things are called in different ways (OpenTK tries to clean up OpenGL a bit and fit it within the .net framework better). It is still very easy to do, and took me only a short time to figure out how it works. OpenTK.com has great examples and forums to help you start.
There are a few Windows APIs that are called within the examples of this book for core fundamental tasks. If you are looking to make something for linux or macs, you should either a)find a language more friendly for those systems (C# is technically cross-platform capable, but the support is spotty at best, although the mono project is changing that), or b)research the API equivalent for whatever system you are trying to code it for.
There were a couple areas where I got confused because the author made some logical jumps without fully ensuring the reader made that jump with him. They are few and far between, but there were a couple times where I didn't know either where a variable came from, or where it should be declared.
All in all, I can't complain because it's the only OpenGL book i've found for C# (most people use XNA, since C# is a Microsoft-produced language). I wanted to learn OpenGL over XNA (DirectX wrapper) because it is lower level, and affords more flexibility.
It would be nice if the author made an updated edition of this book to address at least the first point, since at first glance it may not seem that intuitive switching from TAO to OpenTK.
I would also very highly recommend the book "OpenGL SuperBible: Comprehensive Tutorial and Reference". It explains OpenGL in C++ (there is nothing like it for C# unfortunately), but it is great for understanding the concepts, what the OpenGL library does, how it does it, and why it does it. You will have to translate it from C++ GLUT OpenGL to C# OpenTK OpenGL, but it shouldn't be too difficult once you read the concepts of how thigns work.
9 of 9 people found the following review helpful.
Useful, but could be better organized
By Ian C. Murphy
As an experienced programmer, I picked up this book to learn the basics of game creation and OpenGL.
In many ways it did exactly that. It introduced a lot of important core concepts (like writing an efficient game loop, and how to update and render game objects in real time). As others have mentioned, it uses the out-of-date Tao framework, though its relatively easy to use the OpenTK framework if you are experienced with APIs and programming.
My biggest peeve with the book was the way it was organized. The first 2/3rds of the book spent time building up a game engine framework, and the latter 3rd actually used the framework to build a sample side-scrolling shooter. The problem is that all that framework building time is extremely dry and dull, because it doesn't produce anything you can use or interact with, giving very little sense of progress. It wasn't until I skipped ahead and used the code off the CD to start doing the sample game that I was actually engaged. It would have made far more sense to present the game concept, then explore each framework concept as needed to implement that game concept.
Furthermore there are a few issues I have with the way the code is presented. Besides a handful of typos and misprints (the code listing for the BulletManager class accidentally shows the listing for the Bullet class instead), the author frequently presents the code with the main methods ahead of the supporting methods which they reference. The result is if you are following along and entering into Visual Studio, it can't use intellisense because the methods you are referencing haven't been written yet. If the 'update' loop is going to call the 'DoCollision' method, then present the DoCollision code first so that its easier for the user to follow along and be checked by the editor.
The final issue I had, and perhaps this comes from using OpenTK instead of Tao directly, but the OpenGL context isn't initialized until the Form is actually displayed. This means that many of the OpenGL functions (like projections) fail when done the way they are presented in the book. I got around this by moving most of the initialization code to the Form_Shown event handler. This took me several hours to puzzle through.
In the end I learned a ton from this book so I do not regret getting it. Ultimately that is probably what matters. But an updated, reorganized and error corrected version would be fantastic.
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