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SDL Game Development, by Shaun Mitchell
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In Detail
SDL 2.0 is the latest release of the popular Simple DirectMedia Layer API, which is designed to make life easier for C++ developers, allowing you simple low-level access to various multiplatform audio, graphics, and input devices.
SDL Game Development guides you through creating your first 2D game using SDL and C++. It takes a clear and practical approach to SDL game development, ensuring that the focus remains on creating awesome games.
Starting with the installation and setup of SDL, you will quickly become familiar with useful SDL features, covering sprites, state management, and OOP, leading to a reusable framework that is extendable for your own games. SDL Game Development culminates in the development of two exciting action games that utilize the created framework along with tips to improve the framework.
Approach
Written as a practical and engaging tutorial, SDL Game Development guides you through the development of your own framework and the creation of two exciting, fully-featured games.
Who this book is for
SDL Game Development is aimed at C++ developers who want to learn the fundamentals of SDL for cross-platform game development. This isn't a beginner's guide to C++, so a good knowledge of C++ and object-orientated programming is a must.
- Sales Rank: #797179 in eBooks
- Published on: 2013-06-24
- Released on: 2013-06-24
- Format: Kindle eBook
About the Author
Shaun Mitchell
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
Most helpful customer reviews
17 of 17 people found the following review helpful.
Good ideas, but lacks polish
By Greg
Let me preface this review by saying that I'm currently halfway through the Kindle edition of this book, and I'd like to give you my thoughts thus far. The book succeeds in teaching you the fundamental ideas of how to build a solid, reusable framework for a game written in C++ using SDL 2.0. However, the book's code is riddled with bugs! Granted, most of them are simple syntax errors that can be easily fixed if you have some experience programming in C++ and know your way around a debugger, but recently I ran into a pretty major bug in the "Finite State Machine" chapter where, the way it's currently implemented, the program tries to access heap memory that has already been freed. I haven't yet found a simple fix for this, and I'm in the process of redesigning the way the FSM is implemented. In other words, if you simply copy + paste most of the book's code into your editor and compile it, it will not run! I also have a couple other minor gripes. His explanations of C++ concepts are pretty worthless; for example, he explains what the "::" scope resolution operator is about a quarter of the way into the book after using it in his code countless times up until that point. Also, the formatting in the Kindle edition is a bit wonky, but that's to be expected.
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!
8 of 8 people found the following review helpful.
Not for a beginner; needed a competent technical reviewer.
By talonius
First, this book is not for someone who is inexperienced. As other reviewers have pointed out, the code is riddled with bugs and/or incomplete when based solely on the text of the book. This is frustrating because he moves at a pace I could enjoy, but I end up spending more time fixing the code he presents in order to see how it works than I do learning how SDL works itself.
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 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.
8 of 8 people found the following review helpful.
SDL 2.0 book
By Sean Welgemoed
I'm currently half-way through the book, it's good for someone who's learnt at least all of the intermediate -> advanced fundamentals of C++.
However, throughout the book you'll find some mistakes (some minor, some can be seriously major) and things can get pretty complex pretty quickly without proper explanation. I'd recommend going through the book twice if you need a full understanding of how to create a pretty basic engine in SDL2.
The mistakes can become a little bit annoying and can slow down progress very quickly though. The very first mistake is inside a singleton for the texture handler, they neglected to show that you needed a private variable: static textureManager *s_pInstance; -you could have puzzled this out by yourself too.
EDIT:
I have now practically finished the book and I have removed a star. Why? Because I feel this book really bulks up on methods to learn then completely changes them as chapters go along (the states are a good example of this). You'll end up going through thinking this is the way to do things and then he suddenly switches over. I feel Shaun could have explained certain things a hell of a lot better (the state parser and why he put code together the way he did).
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