Study Materials

About the actual programming of the game.

Re: Study Materials

Postby lemnisc8 » Wed Aug 21, 2013 10:56 am

Having a look over the C++ resources - excuse the noob question.

Coming from a OOP (Java) and functional (Haskell) background - most of the C++ material I have looked at so far (and am working though) has concentrated on syntax, memory management and other (important) 'code' stuff. Are there any good resources/advice/examples for higher level program design, layout, architecture, patterns, etc. to get a feel for how I would go about thinking about the layout of a large system (presuming without objects).
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Re: Study Materials

Postby Pseudonym » Thu Aug 22, 2013 12:14 am

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Re: Study Materials

Postby Pseudonym » Thu Aug 22, 2013 12:19 am

lemnisc8 wrote:Are there any good resources/advice/examples for higher level program design, layout, architecture, patterns, etc. to get a feel for how I would go about thinking about the layout of a large system (presuming without objects).

For many programmers, the "gang of four" book Design Patterns is a great way to have the Zen moment that you need to move from algorithms and data structures to large programs. It seems to get a lot of people in the right frame of mind.

One think to keep in mind, though: Design Patterns is not a recipe book, even though it superficially looks like one. It's actually more like a dictionary.
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Re: Study Materials

Postby mrout » Thu Aug 22, 2013 1:26 am

Effective C++ and More Effective C++ are excellent books as well. There's also Exceptional C++, More Exceptional C++ and Exceptional C++ Style, they're all fantastic too. Modern C++ Design and C++ Concurrency in Action are also both very good. The C++ Programming Language 4th Edition is also very good.

If you're after a more beginners tome, Accelerated C++ is probably the best for those new to C++ but not to programming in general.
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Re: Study Materials

Postby kevinstubbs » Thu Aug 22, 2013 6:03 pm

Another good book is C++ Programming Style, recommended to me by my Principal Development Lead at work. Haven't started studying it though, tbh.
http://www.amazon.com/C-Programming-Sty ... 0201563657
WEB Automotive
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Re: Study Materials

Postby jherico » Thu Aug 22, 2013 7:17 pm

Surprised no one has mentioned it, but I've found the C++ FAQs book and site to be illustrative about a lot of C++ aspects and the reasoning behind them, especially in terms of what not to use and do. Of course that was about a decade ago, so maybe a lot of the information is stale in the face of C++11, but it may still be useful.

On the side of OpenGL, I recommend OpenGL Shading Language and OpenGL Programming Guide.

For math libraries, I recommend GLM. It's a header only library that closely replicates the objects and syntax used by GLSL, so that you can refer to a vec3 and a mat4 and treat it the same way in your C++ code that you would in your Shader code.
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Re: Study Materials

Postby plop » Thu Aug 22, 2013 8:50 pm

jherico wrote:For math libraries, I recommend GLM.


That's a nice math library, very easy to use and very complete. That's a good choice for gameplay code and other non performance-critical parts.
For low level/high performance vector math, vectormath's sse implementation is probably better. It's very minimalist and it's harder to use (you have to be very careful not to move data between vector and scalar variables to get good performances) but that will get you the best performances.
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Re: Study Materials

Postby Zardoz » Sun Aug 25, 2013 11:48 am

I found this about JIT cpu emulation : http://www.altdevblogaday.com/2011/06/1 ... er-part-1/
Yep, I have a blog : http://zardoz.es
Emulator DCPU-16 VM
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Re: Study Materials

Postby plop » Sun Aug 25, 2013 1:46 pm

Zardoz wrote:I found this about JIT cpu emulation : http://www.altdevblogaday.com/2011/06/1 ... er-part-1/


Very interesting! If we need to write x86 assembly, this PDF is kind of a bible: http://www.agner.org/optimize/optimizing_assembly.pdf
It explains everything about different ABI, different addressing modes, etc.
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