- Tapa blanda: 256 páginas
- Editor: Packt Publishing (24 de junio de 2013)
- Idioma: Inglés
- ISBN-10: 1849696829
- ISBN-13: 978-1849696821
- Valoración media de los clientes: 2 opiniones de clientes
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Sdl Game Development (Inglés) Tapa blanda – 24 jun 2013
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"Vuelva a intentarlo"
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Descripción del producto
Reseña del editor
Written as a practical and engaging tutorial, SDL Game Development guides you through developing your own framework and the creation of two engaging games.If you know C++ and you're looking to make great games from the ground up, then this book is perfect for you.
Biografía del autor
Shaun Mitchell is a developer at a high profile online gaming company. He holds a BSc in Game Programming and Development from Qantm College / SAE Institute London. Shaun is also a moderator and active member of the programming community.
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Only I vote four stars, because in third chapter the book doesn't work and I continued read it in my PC.
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In summary, the book provides a good foundation for writing games with SDL, but the implementation of that foundation isn't quite there. HEED THE BOOK'S WARNING that it is NOT a beginner's guide to C++! BE FAMILIAR with data structures, polymorphism, inheritance, function overloading, pointers, callback functions, and debugging! I bought the book because SDL 2.0 is still relatively new and there aren't that many complete online tutorials available yet. If you have the patience, it might be better to wait for people such as Lazy Foo to finish their online SDL 2.0 tutorials. Otherwise, be prepared to sift through the bugs!
As a for instance, consider the code from Chapter 1. He walks you through how to do something, then redesigns it, then redesigns it again. The placement of global variables changes but there's no mention of it. Then there's the definition of Game.h with function bodies but never any mention to remove them when he creates the real functions a short bit later. All are very simple bugs that any technical reviewer would have caught, but they end up distracting you from the primary purpose of the book.
Last, but not least, let's not discard the entire conversation around the recent SDKs and how to fix SDL to compile with one instead of the DirectX SDK from June 2010. In short, if you are desiring to compile with the most recent Windows SDK (as DirectX as a separate concern has been retired by Microsoft) install the new SDK in its entirety and comment (or remove) the #include <dxsdkver.h> in DirectX.h. In _my_ version of SDL 2, this is line #35.
TL;DR: Not for a beginner (as noted), good pace, very sloppy code that distracts.
I'm usually pretty good hacking / debugging the source and getting them to work (sdltutorials.com / lazyfoo), but the chapter code examples here are a little incomplete in my opinion. While it's pretty easy figuring out most of the "#include" statements, I'm stuck trying compile one (the Game singleton SDL_Renderer). It would be nice to have the source available for ALL the chapters, not just the resulting framework and resources.
There's a fair number of memory leaks too..which I guess is okay for the earlier chapters.
Learning C++ over the last 2 years, these examples help reinforce a lot of concepts in a practical and fun way. Maybe "fun" is the wrong word, but it beats formatted "cout" results. Definitely intermediate+ level.
Looking at what's available in the source download, I believe I will still get a lot out of this book and I would recommend this.
That being said there isn't any source code for the SDL game Development book, only completed games which you won't understand unless you finish the book. However, the other book has source code and videos for every single chapter in both SDL 1.2 and SDL 2.0. The SDL game Development book sort of just tries to jump into teaching you by changing the code several times which is really confusing. Then the author doesn't even display the full working code, so you kind of have to figure it out and go back and fix things. Upon trying to fix or update the code didn't even work and a lot of time was wasted trying to figure what to do.
It's really annoying and there is a greater learning curve to using this book over the other one. You don't need to be an expert in c++ but you should know pointers, inheritance, etc. I wouldn't waste my money on this book, there are already several tutorials online and if you really want to buy a book I would suggest buying the "The Black Art of multiplatform game programming" and downloading the source code for SDL 2.0.