Difference between revisions of "Recommended reading"

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= Development =
= Development =
Books for programming games.


== Artificial Intelligence for Games ==
== Artificial Intelligence for Games ==
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<blockquote>
<blockquote>
Classic compendium of practical programming advice.
Classic compendium of practical programming advice.
[[rsaarelm]]
</blockquote>
== Effective C++ ==
Scott Meyers (ISBN 0-32133-487-6)
<blockquote>
Best practices for C++. Given the amount of nasty gothcas in the language, you probably want to read this as well as a basic book.


[[rsaarelm]]
[[rsaarelm]]
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<blockquote>
<blockquote>
A very comprehensive work on how to program AAA games, from an author who worked on Origin's Ultima games and on Thief: Deadly Shadows. Assumes a working knowledge of C++ and dives straight into how you set up the actual game program on Windows, with lots of tricks of the trade from real projects. The explanation on how to set up the game engine using process, actor and event classes and how to program input devices and user interfaces are very useful for roguelike development. Chapters about managing caches for massive asset libraries and working with complex 3D graphics less so.
A very comprehensive work on how to program AAA games, from an author who worked on Origin's Ultima games and on Thief: Deadly Shadows. Assumes a working knowledge of C++ and dives straight into how you set up the actual game program on Windows, with lots of tricks of the trade from real projects. The explanation on how to set up the game engine using process, actor and event classes and how to program input devices and user interfaces are very useful for roguelike development. Chapters about managing caches for massive asset libraries and working with complex 3D graphics less so.
[[rsaarelm]]
</blockquote>
== Modern C++ Design ==
Andrei Alexandrescu (ISBN 0-201-70431-5)
<blockquote>
Advanced C++ tricks using template metaprogramming and similar forbidden techniques.


[[rsaarelm]]
[[rsaarelm]]
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== The Pragmatic Programmer ==
== The Pragmatic Programmer ==
Andrew Hunt and Dave Thomas (ISBN 0-201-61622-X)
Andrew Hunt and Dave Thomas (ISBN 0-20161-622-X)


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= Design =
= Design =
Books for designing game contents and interfaces.


== The Art of Computer Game Design ==
== The Art of Computer Game Design ==

Revision as of 14:39, 2 January 2012

Books and articles that might be of use for designing and developing roguelikes.

Development

Books for programming games.

Artificial Intelligence for Games

Ian Millington (ISBN 0-12497-782-0)

Very comprehensive look on various AI techniques for games, such as pathfinding, tactical decision making and agent communication. Also discussing support architecture for game AI and relating the AI to wider game design concerns.

rsaarelm

The C Programming Language

Brian Kernighan and Dennis Ritchie (ISBN 0-13110-362-8)

The definitive book on C programming. Read this if you want to program entire games or component code called from a higher level language in C.

rsaarelm

The C++ Programming Language

Bjarne Stroustrup (ISBN 0-20132-755-4)

The book on C++ from the creator of the language. Explains the basic language, the Standard Template Library and some best practices. If you want to use C++, you won't figure out this stuff without a book.

rsaarelm

Code Complete

Steve McConnell (ISBN 0-73561-967-0)

Classic compendium of practical programming advice.

rsaarelm

Effective C++

Scott Meyers (ISBN 0-32133-487-6)

Best practices for C++. Given the amount of nasty gothcas in the language, you probably want to read this as well as a basic book.

rsaarelm

Game Coding Complete, 3rd edition

Mike McShaffry (ISBN 1-58450-680-6)

A very comprehensive work on how to program AAA games, from an author who worked on Origin's Ultima games and on Thief: Deadly Shadows. Assumes a working knowledge of C++ and dives straight into how you set up the actual game program on Windows, with lots of tricks of the trade from real projects. The explanation on how to set up the game engine using process, actor and event classes and how to program input devices and user interfaces are very useful for roguelike development. Chapters about managing caches for massive asset libraries and working with complex 3D graphics less so.

rsaarelm

Modern C++ Design

Andrei Alexandrescu (ISBN 0-201-70431-5)

Advanced C++ tricks using template metaprogramming and similar forbidden techniques.

rsaarelm

The Pragmatic Programmer

Andrew Hunt and Dave Thomas (ISBN 0-20161-622-X)

A collection of advice for programming and various related activities, such as documenting, collecting requirements, debugging and figuring out just how to go from a real-world idea into a realizable program.

rsaarelm

Design

Books for designing game contents and interfaces.

The Art of Computer Game Design

Chris Crawford (ISBN 0-88134-117-7)

The Art of Game Design: A Book of Lenses

Jesse Schell (ISBN 0-12369-496-5)

Envisioning Information

Edward Tufte (ISBN 0-96139-211-8)

Sequel to The Visual Display of Quantitative Information, more tricks for visualizing lots of information with graphics.

rsaarelm

Game Design: Theory and Practice

Richard Rouse (ISBN 1-55622-735-3)

Game Feel

Steve Swink (ISBN 0-12374-328-1)

Goes into detail on how the interactive feedback loops between the player and the game rules work. A lot of it is about real-time games, but concerns about space, input and response matter for turn-based roguelikes as well.

rsaarelm

The Non-Designer's Design Book

Robin Williams (ISBN 0-32153-404-2)

Principles of visual and typographic design. Worth a look, even a text-based display can benefit from a nice visual layout.

rsaarelm

Rules of Play

Katie Salen and Eric Zimmerman (ISBN 0-12374-328-1)

Theoretical book on the design, playing and culture of games. Very nice for getting a wider perspective on game design.

rsaarelm

Tabletop: Analog Game Design

Drew Davidson, Greg Costikyan, et al (ISBN 1-25787-060-2) [online]

The Visual Display of Quantitative Information

Edward Tufte (ISBN 0-96139-214-2)

A classic on visualizing information. Constantly drives home how it's important to think what you're doing with visual representations and what pitfalls there might be. Should go well with the minimalist aesthetic and the idea of maximizing useful on-screen information in roguelikes.

rsaarelm