Game Development Reference
In-Depth Information
It covers how to write tight, clean code that is easy to extend and debug. There is
a slight C++/C focus, but the vast majority of the topic is applicable to C# or any
other programming language.
The C# Language and Software Architecture
Readers of these topics are assumed to be familiar with C# or a similar language;
therefore, their suggested aim is to provide a deeper understanding. Software
Architecture is a term used to describe the design and structure of computer pro-
grams; how the code is broken up into parts and how those parts communicate.
CLR via C#, 3rd Edition (ISBN-13: 978-0735627048) by Jeffrey Richter
The focus of this topic isn't C#; rather, it's the virtual machine that C# runs on.
Understanding this virtual machine will help greatly when you desire to improve
the speed and efficiency of your C# programs.
Head First Design Patterns (ISBN-13: 978-0596007126) by Eric T Freeman,
Elisabeth Robson, Bert Bates, and Kathy Sierra
The usual recommended book for design patterns is Design Patterns : Elements of
Reusable Object-Oriented Software, but it is a very dry book. Head First Design
Patterns is much more readable and entertaining. Design patterns are small
descriptions of how to write code to solve some common challenges in software
development. It's worth understanding these patterns to see how other people
are approaching design problems and also to be able to understand what is being
referenced when people are criticizing the overuse of the Singleton pattern or
suggesting the use of a Decorator pattern. The topic uses Java to explain the
patterns, but it is quite simple to convert the examples to C#.
Math and Graphics Programming
If you want to expand your knowledge of mathematics and graphics program-
ming, these two topics are a good starting point.
3D Math Primer for Graphics and Game Development (ISBN-13:
978-1556229114) by Fletcher Dunn and Ian Parberry
I've worked with and visited quite a number of different game development
studios, and it's quite common to see this topic lying on top of somebody's desk.
The topic covers all the mathematics needed to understand how the funda-
mentals of 3D games work. It is more approachable than nearly any other
 
 
 
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