Some books geared toward game programming beginners tend to only scratch the surface of the presented language and of what it takes to write a game. There are some pitfalls that are specific to games that need to be addressed (or so the book says), and this is what this book is about.

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I bought this book as soon as it was published, and I sold it soon after. Suffice to say I had a very mitigated impression after reading it. There are good things in it, but also some very bad stuff. It doesn’t describe how to write your ultimate game engine, but the author’s game engine. What about some modesty?

Let’s start with the bad stuff.

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I got my hand on an old edition of this book second edition, now the third is available), and it seemed to me a good place for game developers to start.
Mike McShaffry has a lot of experience from the game field, and his goal is to share it with the readers. In every chapter, there are some anecdots of his past, and it is a lot of fun to see studios falling in the same pitfalls than we do when we start coding.

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