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Thread: More books on proramming with (Object) Pascal

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  1. #4
    PGD Staff / News Reporter phibermon's Avatar
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    I'd say it would be nice if there were books specifically targeted at game programming in pascal but it's just not popular enough to justify a print run.

    Game coding, graphic engine coding, the techniques you follow are not really anything to do with the implementation language, you could be the best Object Pascal coder in the world and you won't really get much advantage over somebody who's not been coding long, you've both still got to learn tons of stuff that's language agnostic.

    Also things like OpenGL are the same no matter the language, so any OpenGL coding book is going to help a pascal coder.

    If you're really serious, and I mean deadly serious about coding games or game engines in Object Pascal, you really should learn C/C++, at least to an extent where you can read some code and know how to implement it Object Pascal. Because all the hard core techniques? you're only going to find C/C++ examples for much of it, if you find any examples at all.

    In terms of 3D graphic portions of game engines you can learn much from reading white-papers etc but if your maths skills are not up to a university standard, you don't stand much chance of understanding most of it, let alone abstracting it into an Object Pascal implementation.

    Learning C/C++ really is the best option, then you don't need any Pascal books cause you'll be able to utilize the best books in the world for such things, GPU Gems, those kinds of things.

    If I were to write such a book and all the examples were given in Pascal, you'd only be a little bit better off, actually constructing an engine execution/rendering pipeline is way outside the scope of just one book (unless it was a really massive, shelf breaking book)

    ---

    For 2D games of course, it's trivial, child level maths (well, I'll be fair and say verging on high-school level) In that situation you just want to learn an API such as SDL, or 2D engines written by various community members (there are many still in active development) But if you want to create a modern 3D engine/game? accept the fact that it takes many years of study and experimentation. Be sure you're willing to make such a dedication and that you can persist no matter what (and if it's 3D you want to finally achieve, don't bother with 2D, just go straight to 3D OpenGL4+, thinking that 2D is easier and that it's a good jumping point to 3D is misguided, they're very different, you won't find it much easier switching to 3D from 2D as you would going straight to 3D)

    Unless you use an existing engine of course, there are some awesome ones floating around!
    Last edited by phibermon; 09-07-2013 at 08:15 PM.
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