Full description not available
B**B
How did you fit all that in them jeans?
As a young rapper once (Chingy) said, "How did you fit all that in them jeans?" This is exactly how I feel about this book. It is the size of your standard reading book, but completely packed to the brim with valuable information and code.There isn't any books out there that provides how to create a cross platform engine using SDL while developing an Entity Component System out there. By the end of the book you use what you created to make a flappy birds clone, finishing the book off with serialization. He also has a Youtube channel and is a very helpful guy and has taken the time to respond to my questions.My only complaint is because it's the size of a regular reading book, it makes it difficult to lay flat and follow along with a computer. But this isn't a huge issue as source code is also provided via Github.Get this book and maybe you can one day answer the question, "How do you fit all that in them jeans?"
M**.
Way overpriced for the content it provides
Having read many technical books in my career, I would say this one should be sold 10£ maximum, definitely not 40£.For 10£, the content would be reasonable: assuming you have some initial knowledge about C++ and SDL2, you get a good perspective of what a rudimentary game engine architecture could look like, with some examples, but this is only a starting point, and you can find many series of videos on YouTube teaching you vastly more than that.The book focuses exclusively on SDL2, when many other libraries exist to write a 2D game engine, like SFML, Raylib, etc. so either (1) you have already done your research and decided you will use SDL for your game engine, in which case you are most likely already knowledgeable about many of the topics treated in this book, or (2) you have no idea but have heard of SDL, in which case I would urge you to look at some free tutorials and play around with SDL and also with other libraries before blinding buying a 40£ book.There are many concepts of a game engine that are completely left aside, such as scripting (I mean, with an actual scripting language, not what is described in the book), map/level editors (using things like Dear ImGUI), etc. and mentions of many technologies that are available to help designing a game engine. For instance, while implementing your own ECS system can be a learning experience, there are implementations like EnTT that make it unnecessary.The book also contains many grammar mistakes, and the code formatting is often not great (e.g. hyphens inserted into the code as if it was normal text, occasional incorrect indentation.
C**N
Libro consigliato
Consiglio questo libro, perchè ricco di informazioni utili per un progetto cross-platform (Windows\Linux\Mac) e di come affrontare un progetto utilizzante un engine grafico 2D per game sottoforma di dll o so. Da leggere con molta attenzione e lentamente per comprendere meglio ogni passaggio. Inoltre è possibile scaricare il relativo software da GitHub dell'autore.
F**A
I am greatfull
I am greatfull
Trustpilot
5 days ago
1 month ago