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Programming Linux Games: Building Multimedia Applications with SDL, OpenAL, and other APIs (Englisch) Taschenbuch – August 2001


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Produktinformation

  • Taschenbuch: 416 Seiten
  • Verlag: No Starch Press (August 2001)
  • Sprache: Englisch
  • ISBN-10: 1886411492
  • ISBN-13: 978-1886411494
  • Größe und/oder Gewicht: 18,7 x 2,7 x 23,2 cm
  • Durchschnittliche Kundenbewertung: 4.0 von 5 Sternen  Alle Rezensionen anzeigen (2 Kundenrezensionen)
  • Amazon Bestseller-Rang: Nr. 347.108 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
  • Komplettes Inhaltsverzeichnis ansehen

Produktbeschreibungen

Synopsis

Programming Linux Games discusses important multimedia toolkits (including a very thorough discussion of the Simple DirectMedia Layer) and teaches the basics of Linux game programming. Readers learn about the state of the Linux gaming world, and how to write and distribute Linux games to the Linux gaming community.

Über den Autor und weitere Mitwirkende

Loki Software, Inc. ports best-selling PC games to Linux. Loki supports several Open Source development projects, including OpenAL(tm), a cross-platform 3D-Audio Library, and SDL MPEG Player Library (SMPEG), a general-purpose MPEG video/audio player for Linux.

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In 1991 a Finnish university student named Linus Torvalds began working on a new operating system in his spare time. Lesen Sie die erste Seite
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3 von 3 Kunden fanden die folgende Rezension hilfreich Von Ein Kunde am 22. Oktober 2002
Format: Taschenbuch
Dieses Buch gibt nur einen sehr oberflaechlichen Ueberblick ueber die diversen Toolkits und Libraries die man unter GNU/Linux vorfindet. Fuer den Einsteiger wird dieses Buch sicher hilfreich sein um sich einen Ueberblick zu verschaffen, aber zu viel mehr ist es dann auch nicht zu gebrauchen. Die Spieleprogrammierung an sich wird praktisch kaum behandelt. Ich wuerde eher Buecher empfehlen die Konzepte der Spiele Programmierung moeglichst unabhaengig vom Verwendeten Betriebssystem erlaeutern, da das Betriebssystem-spezifische sich doch meist durch die beim Betriebsystem beiliegende Doku ergibt. Fuer denjenigen der schon kleinere Spiele geschrieben hat sind die 'Game Programming Gems' Buecher sehr gut.
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3 von 8 Kunden fanden die folgende Rezension hilfreich Von Ein Kunde am 23. August 2001
Format: Taschenbuch
Ich kann dieses Buch nur jedem Empfehlen, der plant ein Spiel unter Linux zu programmieren bzw. an einem Open Source Projekt teilnimmt. Dieses Buch gibt einen tiefen Blick in die neuen Spielentwicklungs APIs Simple Direct Layer und OpenAL.
Fazit: Ein heißer Tip für alle Linux Programmierer!!!
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Amazon.com: 19 Rezensionen
17 von 18 Kunden fanden die folgende Rezension hilfreich
Easy reading 1. März 2004
Von W Boudville - Veröffentlicht auf Amazon.com
Format: Taschenbuch
The computer game market is dominated by dedicated game console platforms, like Sony's Playstation and Microsoft's XBox. But the steady rise of linux on fast, cheap hardware and the parallel rise of an open source community leads one to wonder if there are alternatives.
Which leads to this book. It has some of the ambience of the flashback to the 70s or 80s, when programmers in their spare time might gin up a cool game, which would then spread like a virus when word got out. Of course, you can use the book's advice to design a proprietary game. Nobody says you need give it away.
The book's code examples are in C. Not Java, please note. While Java is good for some applications, typically in gaming, performance is always an issue, as measured by latency, for example. The book also does not mention C++. Pity. C++ compilers nowadays are usually as efficient as C compilers. Plus, if you want to code a game of any complexity (over 100 000 lines, say), then C scales badly, unless you use really strict design and coding standards.
Overall, though, the book is well done. Very easy reading if you're experienced. Very little knowledge of graphics is required. The book is more about the back end design. Graphics is pushed out to OpenGL and similar packages.
13 von 15 Kunden fanden die folgende Rezension hilfreich
For Linux and beyond!!! 23. August 2001
Von "vikingchieftain" - Veröffentlicht auf Amazon.com
Format: Taschenbuch
I've been waiting for a book like this for a long time. I can't say that I'm into Linux games per say, but I am definitely into cross platform ones and SDL(Simple Direct Media Layer)which is covered in the book is the ticket to getting there. My only previous gripe with SDL was the documentation or lack thereof, which while the documentation is getting better this book does an excellent job of covering SDL from the ground up. If you want to write cross platform games then this book is for you!
If you're new to game programming then get this book too!!! Even if you plan to start out making games on Windows, I suggest reading this book along with Lamothe's as it will help you understand game programming basics without the complexity of Windows' code. The author takes you all the way from initializing the display to a complete game by the end of the book, and even though the game was meant to be for Linux it will compile without too many modifications. Although the game in this book may be rather simple one in today's standards, it does cover all the bases including networking and game scripting, the latter of which I found very helpful. ...
7 von 7 Kunden fanden die folgende Rezension hilfreich
Great Book: jsut make sure it is the one you are after 21. November 2001
Von Bruno A Nitrosso - Veröffentlicht auf Amazon.com
Format: Taschenbuch
First and foremost: make sure this is what you are looking for,
even the best book will disappoint someone who is looking for something else!
If, like myself, you have some knowledge in computer science without being an expert and particularly have no expertise in Game Developping nor in MultiMedia and are yet curious about the topics then definetly go for it.
This book unveils pretty much all aspects game programming: graphics, audio, computer "AI", network gaming, etc.
Unveils, not exhausts: be warned. But this is just great when all you are after is understanding what is this about and decide eventually to dig deeper.
And everything is done with examples building up until you have developped with the author "your" first game : Penguin Warrior!
What would be great is to have a sequel with more advanced topics (3D, Scheme scripting, etc.): be many to buy it and maybe we will someday see it!
4 von 4 Kunden fanden die folgende Rezension hilfreich
Good beginning walkthrough for game programming 22. Dezember 2005
Von Andrew M. Matta - Veröffentlicht auf Amazon.com
Format: Taschenbuch
There aren't enough books written about game programming for Linux. Although this book is dated (A lot of API evolution can occur in 4 years), it is probably the best introduction I have seen so far. The book walks you through the creation of a simple, but full-featured game using mostly cross-platform APIs. It is elegantly written and easy to understand. Because of how much the libraries have changed, you will not be able to use all of the code directly, but it should not be difficult to look up the new function calls in the respective libraries' online documentations. It would be great if someone could write an update of the book. This book is not a one-stop place for all you need to know, but it is a good place to start and get you thinking. After reading the book, you should know what to look for to learn more.
2 von 2 Kunden fanden die folgende Rezension hilfreich
Some learning to be had here, but getting a bit dated 6. Januar 2011
Von klyde - Veröffentlicht auf Amazon.com
Format: Taschenbuch
I've worked as a Java developer for the past few years on what we'll say is a less than exciting product, and so I put this book on the ol' Christmas wish list to jump into my unexplored interest in both GNU/Linux and game programming. Having not looked at C++ since getting out of college *ahem* several years ago and being accustomed to strictly OO language lke Java, reading through the functional C examples can be a bit painful at times. I would have preferred to have seen an OOP C++ approach, but in the author's defense, that is mentioned as a "nice-to-have-done" item when he reviews the content of the book in retrospect.

I'm really only half-way through the book, but wanted type up a quick review of it so far, because now that I've hit the audio section, it has become obvious that the content is getting a little long in the tooth. The examples in said audio chapter (chapter 5, I think) will not compile as-is on current distributions (I'm on Ubuntu 11.04) without some non-trivial porting. I found an old newsgroup thread on this topic from 2004, but sadly the kind poster's link to his self-hosted corrected source was dead. After looking at the changelog for libsndfile I was able to attribute the problem to some changes to the library made back in 2001! I finally corrected that issue to find that OSS is all but obsolete these days and ALSA the predominant standard, although the book more or less paints ALSA as a bleeding edge library.

EDIT: The updates to the source code are indeed on the publisher's website. I overlooked them.

These issues aside, the book does a good job of touching on some basics of using common GNU tools like GCC and GDB, which is good exposure for the GNU development noob like myself. Chapter 4 is a good chapter that goes at a good pace exposing you to SDL with examples, but it sort of suddenly goes from "here's how to draw surfaces" to "here's a running game loop" when parallaxing graphics are shown, with explanation of the parallax scheme, but not the game loop in the example. Then it jumps into an entire lengthy chapter on audio. I'm certain structuring the game loop will be explored in more detail later, but it was just a little weird.

In short, if you're familiar with Linux and have some experience in C and don't mind having to do a little work with the examples, this is a great book. However, the fact that Loki Software is now defunct likely leading to the fact that the downloadable examples are out of date (2001 if the date in the tarball's file name is accurate) warrants a 2 star deduction for me. I still don't regret getting the book and look forward to completing it.

Quick note for curious OS X users: I was able to get all of the SDL video examples to compile and run using MacPorts to install the necessary libraries and making very minor tweaks to the source (adding argc, arv arguments to main as they should be and either removing "SDL/" from the path in the various example file's includes or placing an SDL symlink to ./ in the system's opt/local/include dir). I'm not sure why the port of sdl-config seems to report the -I cflags argument the same as it does in GNU/Linux despite the difference in the include path structure in the two. Once I got to the audio section, though, I went ahead and fired up Ubuntu. The audio system in OS X is quite different from what I understand, and the ALSA support port I looked at is very early in development.
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