   Where to go after first book
  I just finished reading "Beginning C++ Game Programming" by Michael Dawson. The book covers quite a few things, seemingly, but i feel very far away from creating tetris. What I'd like to do is have my first project be a graphical 2d tetris. Can anyone summarize certain elements of the learning path I'd have to take to get there(2d tetris) the soonest?Here are the chapters in the book to give an idea of what i know currently.Chapter 1 - Types, Variables, and Standard I/O: Lost Fortune Chapter 2 - Truth, Branching, and The Game Loop: Guess My Number Chapter 3 - For Loops, Strings, and Arrays: Word Jumble Chapter 4 - The Standard Template Library: Hangman Chapter 5 - Functions: Mad-Lib Chapter 6 - References: Tic-Tac-Toe Chapter 7 - Pointers: Tic-Tac-Toe 2.0 Chapter 8 - Classes: Critter Caretaker Chapter 9 - Advanced Classes and Dynamic Memory: Game Lobby Chapter 10 - Inheritance and Polymorphism: Blackjack[Edited by - deEnumerator on December 7, 2005 4:46:56 AM]
  If you haven't learned Win32 that is a good next point in my opinion.After you understand all of the Win32 stuff, which really you don't need a book on, you can find most of it online. Unless you just like books in which case get a good Win32 book, its not that complicated of an area.But some of it might be new. Especially if all the chapters in that book were console based, but it just builds off everything you already know while tossing you some new functions.If you already know Win32 I would suggest a book on either beginning DirectX or beginning OpenGL.If you don't want to learn either of those which you really don't need to for a game like tetris. I think SDL might be a really good next point for you to play with. It is mainly used for 2D based games that are really simple such as tetris.If you choose SDL though you should know it might be a small waste of time but if your not familiar enough with things then it is a good choice. Main reason I say it might be a waste of time is because its not as professionally used as DirectX or OpenGL. [smile]   ;  now u got some stuff to figure out OVERLOADING , CASTING etc.. some of the advanced stuff then decide wats the graphics library u gonna use DX , OPENGL. get a book on them i would recomend "Tips and Tricks of the windows Game programming gurus" so good luck   ;  Would anyone suggest the book "Beginning OpenGL Game Programming"? I've heard that very little actual Win32 programming is needed to make games. Just enough to do the basics, open a window and other initializations. So would going right into OpenGL "basics" be ok?   ;Quote:Original post by deEnumeratorWould anyone suggest the book "Beginning OpenGL Game Programming"? I've heard that very little actual Win32 programming is needed to make games. Just enough to do the basics, open a window and other initializations. So would going right into OpenGL "basics" be ok?Sure, it should be fine, but it never hurts to know it all. Check out some of the examples on Nehe though, before you decide on an API. Compare them to the DirectX or even OpenGL ones on Ultimate Game Programming decide which one you like more, you can always change later if you find one easier to use.I switched from OpenGL to DirectX because I found OpenGL was too mathematical, but it was great for when I started. Once I got into really complex things though it tended to bog down my development. Others like OpenGL they aren't  too much differen't so its all up to you. [smile]   ;  Thanks GDKight and Black Ace :D   ;  If I might suggest, understanding Win32 isn't nearly as important as understanding programming.  You can make Win32 programs WITHOUT coding Win32 directly.  It's a lot easier to make cross-platform compatible code.Of course, if cross-platform compatibility is not important to you, then it doesn't matter.  I just think that if you're learning C++, using libraries like SDL and OpenGL would be preferred to GDI, Win32, and DirectX.  Not everyone uses Windows, even if most do.   ;  Ok, now i could use help deciding on a book. This book: "Beginning Game Programming" http://www.amazon.com/gp/product/0672326590/qid=1133980855/sr=2-2/ref=pd_bbs_b_2_2/103-2141187-5559020?s=books&v=glance&n=283155This book is strictly Win32 and 949 pages long, but i assume is has good examples of achieving common game programming goals. I worry about one thing. The author states that Win 32 games can be RELLY fun. I don't share this opinion, and I am worried that this may just be a waste of time when i could be doing the same thing using DX with another book. My only goal really is to create an open source Operation Flashpoint 2 using Ogre\Yake\etc, or maybe help the open source Tribes-2 guys out. Anyways, i am trying to head straight towards professional level games, so wouldn't it be best to jump straight into a complete beginners guide to DX? I say DX because i think that the DX apis might provide a bar with which to judge others with(i dunno really).Thanks for your reply GBGames   ;  I suggest SDL.  It is much easier to get started with than Win32 or DirectX.  This allows you to concentrate on the important stuff, like organizing your code.  Here are some great tutorials.  If you prefer books, here  is a good online book that covers SDL (chapter 4) (Don't get thrown off by the "Linux" in the title, it all works on any OS.Good Luck   ;  The OpenGl book might get you confused.  Try "Game Programming ALL in One" J.Harbour.  It's going to go over 2d stuff with Allegro API.  I'm currently using it for a 2d RTS game.*beginning C++ game programming was my first book too.[Edited by - dpadam450 on December 7, 2005 10:07:09 PM]