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For anyone wondering about the book itself: It covers a lot of very practical, nuts-and-bolts challenges in structuring a game's codebase. It doesn't succumb to
by jarrett 12y ago
For anyone wondering about the book itself: It covers a lot of very practical, nuts-and-bolts challenges in structuring a game's codebase. It doesn't succumb to the temptation of architecture astronautics.[1] It's more like, "I'm about to type out a class that handles keyboard input. How should I write it?" For that reason, I found it to be one of the most helpful references on game programming I've yet discovered.
[1] http://www.joelonsoftware.com/articles/fog0000000018.html http://www.joelonsoftware.com/articles/fog0000000018.html