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Useful books for the programmer in game dev

Hi, Habr!
He did not write anything since his first article , decided that it was time to fix it.

There is an opinion that there is almost no intelligible literature about game devs, all knowledge should be obtained in a practical way. From my point of view, there is a grain of truth in this opinion; nevertheless, I cannot fully agree with him.

Below I give book reviews that I find very useful in the various sections of computer science that are used in game development. I deliberately omit books on C ++ and algorithms: it seems to me that this topic has already been studied and covered so much that it is not worth telling about it anymore.
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I tried to cover the maximum number of different topics, especially those asked for interviews. I tried to refrain from domain-specific literature: professionals already know. All pictures contain links to Amazon.

And what books do you like?
Also in the comments you can write on what topics you would be interested in posts.


Mathematics for 3D Game Programming and Computer Graphics


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A very detailed and academic (with all the evidence) presentation of 3D math (in Russian, probably, this is called “linear algebra and analytic geometry”) in terms of gamedev. In this case, nothing superfluous, all very substantive. Mathematics is needed not only by programmers of graphics: toolmakers and game mechanists can also easily be asked (especially in steep offices) at an interview about the intersection of a ray with a triangle.

Computer Architecture, Fifth Edition: A Quantitative Approach


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Computer architecture is at a very deep level, with modern examples. About how the pipeline, caches, branch prediction, superscalar works. Written by the creators of the architecture MIPS, which work, for example, Nintendo 64, PlayStation 2 and PlayStation Portable. It is recommended to start reading from the appendix - there is an “introductory course”. Necessary for anyone who writes any runtime code.

Game Engine Architecture


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Very cool book on almost all aspects of game engines. Described a lot of rakes that collect newbies. I regret not having read it at the dawn of my career as a game dev. Recently a new edition has been released.

Real-Time Collision Detection


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Despite the name, it is worth reading for everyone. Accelerating structures (hgrid, octree, bsp) are considered in great detail. There is a big chapter on optimization. The amount of information on the proposal of the text rolls over, it is necessary to read very thoughtfully.

C ++ Concurrency in Action: Practical Multithreading


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Good practical guide. All sorts of buns in the form of lock-free, etc. Very nice to read.

Game Programming Patterns


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The only non-paper book. The patterns are collected good, and most importantly - not sucked from the finger, the benefit of the author a lot of practical experience. A lot of specific examples. Would be on paper - would love to buy.

Source: https://habr.com/ru/post/237509/


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