articles)
Content-Type: text/plain; charset=“iso-8859-1”
I was actually thinking about proposing an open-source type SDL game
programming book on this page. I was going to look through the game
programming books on my shelf to get basic game programming concepts
to draw up the outline (and add in OpenGL stuff, all my books are
old), and write a few of the introductory chapters. I could probably
co-author some of the early chapter stuff. The main difference from
what I had in mine and your outline below is that I would focus more
on techniques, structures, etc about general game programming and use
SDL to demonstrate the techniques. I figured it would be hard to
write a substantial book on a low-level graphics/sound library.
Phoenix Kokido
members.xoom.com/kokido
@Wes_Poole
Nicholas Vining wrote:
Newsgroups: loki.open-source.sdl
Yeah there are such great articles !!! Actually I’v heard about SDL with
those articles… but I still keep in mind that in a few months I wish Sam
should release a book about SDL !I have constantly thought about going to O’Reilly and asking if they’d be
interested in having a book about Linux Game Programming up on their
shelves. That’d be cool. We could get somebody nifty, like Dave "Zoid"
Kirsch, Scott Draeker, or even our very own Sam Lantinga, to write the
foreword.Does anybody else think this is a good idea? If so, would they buy it? It
would PROBABLY cover (it roughly this order, and understand that this
would be pretty damn comprehensive!)PART ONE: TWO DIMENSIONAL GRAPHICS
– Basic primer on programming under Linux – IDEs, what these Makefiles
are, etc.
– Introduction to using SDL and SDL surfaces
– GDB
– principles of two dimensional gaming, focusing largely on tile engines
– just for a change, there’d be some stuff on writing an RPG
– input handling with SDL
– image loading with SDL_Image
– event coordinationPART TWO: THREE DIMENSIONAL GRAPHICS
The entire chapter would be presented with the aim of writing a simple
Quake-like engine.– OpenGL and SDL integration
– Mesa, Utah-GLX, and other key products
– About seven chapters worth of OpenGL programming information. This would
be highly cut down from the formal SGI guides because you don’t need to
know
about 80% of the extra crap that they include in there. Also included in
these seven chapters would be:
– the Multitexture_ARB extension
– lightmapping
– the Compiled Vertex Arrays extension
– how to optimize for Mesa (where are the strong points? where are the
weak points? where will it just plain not work?)PART THREE: THINGS TO TRY, LIBRARIES TO USE
these things really all do deserve their own books, but they are essential
tools that I use quite a bit, so primers are VERY good things to have.– Use of the sockets library
– SDL and CDROM code
– Sound with SDL_Mixer
– NASM
– integrating scripting with Guile
– Working with GTK+
– Richard Stallman’s Bastard Offspring: autoconf and automakePART FOUR: PORTING SOFTWARE (or: correcting the big mistake)
– Porting two dimensional games from Windows to Linux and SDL
– Porting OpenGL code from Windows to Linux (short chapter! :-))
– Making Direct3D code work with Linux and OpenGL. (and it ain’t pretty…
right, Michael? :-))
– Making Macintosh Toolbox/Quickdraw/orwhateveritis (I don’t remember,
it’sDate: Mon, 28 Feb 2000 12:58:57 +0000
-----Original Message-----
From: Sylvain Hellegouarch <sylvain.hellegouarch at wanadoo.fr>
To: sdl at lokigames.com
Date: Sunday, February 27, 2000 4:44 PM
Subject: [SDL] Re: French SDL articles
been ages since I last dabbled in those arcane arts) games work with Linux
and SDLTotal running time: ~850 pages or so of my maniacal ranting, not including
CD-ROM with extra material. Also useful as a paperweight, for stopping
things from moving (like tanks), Would anybody actually buy this, or be
interested in co-authoring? (Approximate price, if I’m any judge of
horseflesh, would be $50.00 US)Nicholas
Nicholas Vining “While you’re out there struggling
vining at pacificcoast.net with your computer, I’m naked,
icq: 20872003 clueless, and feeling good!”
- Ratbert