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Learn C++ By Making Games (Charles River Media Programming) | 
| Authors: Erik Yuzwa, Francois Dominic Laramee Publisher: Charles River Media Category: Book
List Price: $49.95 Buy Used: $6.99 You Save: $42.96 (86%)
New (31) Used (16) from $6.99
Rating: 5 reviews Sales Rank: 535192
Media: Paperback Edition: 1 Pages: 496 Number Of Items: 1 Shipping Weight (lbs): 1.8 Dimensions (in): 9 x 7.3 x 1.2
ISBN: 1584504552 Dewey Decimal Number: 005.133 EAN: 9781584504559 ASIN: 1584504552
Publication Date: August 4, 2006 Availability: Usually ships in 1-2 business days Condition: Recycled library book that was made available for resale through a book leasing program.This book may contain stickers and/or card holder.
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| Editorial Reviews:
Product Description Learn C++ by Making Games teaches the fundamentals of C++ from a unique and fun perspective. Using game specific code and examples, the book helps anyone wanting to learn C++ progress from the basics to more advanced topics. As you learn C++, you'll be putting the code and techniques into practice by programming a game project in each part of the book. The book begins with an introduction to the fundamentals of the C++ language, including the basic data types of the language. It then progresses further into creating and defining variables, basic mathematical operators, and the various loop structures at your disposal. Next, you'll learn how to use functions to make code more readable and maintainable, along with techniques for breaking up source code into several files for readability. From there you'll move to data structures and explore concepts such as using collections to store multiple copies of a data type. With these foundations of C++ firmly applied, you'll be ready to learn the basics of pointers that you'll need for all of your C++ programming. Next comes an introduction to object-oriented programming (OOP) concepts, including classes, objects, inheritance, virtual methods, and polymorphism. From there, reading and writing data files (serialization) are covered. The book concludes with an exploration of how to use the Simple DirectMedia Layer to display graphics and handle basic input, sound, linked lists, templates, along with a variety of more advanced topics, including using SDL to create a simple demo. This book is ideal for an introductory C++ course, or for anyone wanting to teach themselves C++ through the creation of game projects!
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| Customer Reviews:
It had potential April 12, 2008 Ashraf Eassa (New Hampshire, USA) Since I'm pretty experienced with C++, I was able to wade through the skimpy explanations of C++'s most advanced concepts without too much difficulty, but I fear that a reader new to C++ (the intended audience), will have a fair amount of difficulty.
The book starts out well -- in the beginning chapters all the code is there, it's explained, and the examples are simple enough that a beginner can easily follow. However, as the book progresses and covers more advanced topics, the explanations become increasingly brief and almost cursory! Operator overloading, one of C++'s central features, for instance,is given a few pages of explanations and code, one poor example, and then it's off to the next topic which is covered in the same amount of detail.
The main problem with this book is that it attempted to cover too much in too little space. Clearly, you're NOT going to go from a C++ neophyte to a 2D game programer in one book, in 500 or so pages. It's just impossible.
So, I give this book a 3 star rating because while it may be useful to newbies and weathered programmers alike, the later chapters will invariably prove to be extremely difficult to understand for the newbies because while code is shown and examples are shown, the *theory* and explanations behind the workings of given features are simply not present, which makes this a sub par learning tool.
i wanted to give it a 5, but.... January 23, 2007 123 3 out of 8 found this review helpful
When I found out about this book, I was so excited! There arent many books that go over SDL, and the idea of a book that taught SDL, C++, and game coding all in one sounded like such a good idea.
If the entire book were like the first half, i'd give it a 4.5. With full code listings, and great explanations, I feel like someone could really learn alot from this bit of the book. The only problems I had with the first half is, the author starts the reader out fast, and explanes as you go, wich is hard for someoen who is totally new. Overwhelming the n00b is not a good idea if you want him to continue. The second thing I kindof thought was silly was, static_cast. Using the code "double quotient = 5 / 4;" the author says you cant get a floating point result without either typing it out like "double quotient = (5 + 0.0) / 4;" or "double quotient = static_cast(5) / 4;". I say, how about trying this "double quotient = 5.0 / 4.0;". And to quote the author
"the division (5 + 0.0) / 4 will be a floating point-operation. However, this is an ugly hack and introduces an unnecessary addition."
ROFLOL
After that sillyness, I was tempted to not read the rest of the book. This all happens on pg 61 btw.
Anyways, back on track. The author does a good job through the rest of the first half of the book, ignoring that silly static_cast. Then for some reason, it all falls apart. The BlackJack game is where I really started feeling frustrated. His explanations were still on key, but something was missing. THE CODE! He stops listing the complete code in the book, and instead has you refer to the cd. The author also does this in several cases when introducing new threory's, he says something like "the new code can be applyed to the listing in chap 1, or you can look at the cd". In my opinion, this is terrible for several reasons. Let me just list a few.
1.I bought the book used on amazon, and it didnt have the cd. 2.Used book w/out cd, and I have no net access. 3.I rented the book from the library, and the cd looks like a dog frisbie. 4.My cdrom drive is broken/I have none.
Ok, ok, i'll stop at that. As none of these reasons effect me, the reason I'm annoyed by it is, if you put the code in the book, and not on a cd, it encourages the reader to actually type it in, and see it all. If you put it all on cd, the user will be tempted to copy/paste, and will not learn as much as they could have typing in all the code. Afterall, programming is typing, and if your not willing to type out whats in the book, you might as well quit right now.
I've read tons of coding books, and I've been coding for about 2 years now. Some of the books I've read were really good, and some of them were really bad. Unfortunately, the things that make a book of this nature "great" seem to be missing after the first half. In the first half of the book, the author has shown that he is capable of doing a good job, perhaps a second edition is in order?
Could've been great December 21, 2006 Jaime Moreno (Farmersville,CA) 1 out of 1 found this review helpful
Book is good if you need a C++ refresher since it covers all the necessary C++ you need to build a simple 2D games in C++ in bite sized chapters and are looking to build a cross-platform games. Writing is clear and to the point. Focusing on single battleship game through several chapters helps keep you interested in finishing the book. Still last few chapters a big letdown when you are supposed to have graphical version of simple text based version you started with. This book is pretty good until you get to the later chapters which is missing code. It seems as though the last chapter was rushed to press and author forgot to include some necessary files ie images to get code to work. I'm giving 4 stars so maybe author can provide updated files for last several chapters.
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