Game Programming All in One Third Edition - Audio book overview

Game Programming All in One Third Edition - Audio book overview

  1. Books
  2. 2025-05-27 21:00
  3. 6 min read

🎮 Dive into game dev with Game Programming All in One, 3rd Ed. by Jonathan S. Harbour!
Learn 2D graphics, input, sound, AI, and more using Allegro.
Perfect for C/C++ devs.
启程游戏开发!全方位掌握编程技能。深入理解游戏设计原理
и научись создавать свои игры с нуля. 🚀


📘 What fundamental programming concepts are covered in relation to game development?

This book ain’t just a flex on retro vibes — it’s a full-spectrum bootcamp for game development. Here’s what you’ll pick up from it:

💻 Programming Language Foundation

The book assumes prior exposure to C or C++, and it’s all based around those. Sprinklings of C++ are introduced (hello, sprite class 👋), but mostly it’s that low-level, efficient C game dev energy.


🖼️ Graphics Fundamentals

  • Pixels: The building block of everything visual.
  • Vector Graphics: Learn to draw with lines, curves, and splines.
  • Bitmaps: The heart of 2D graphics in Allegro — creating, drawing, and blitting (fast rendering).
  • Sprites: Reusable, animated graphics — scaled, rotated, flipped, and compressed for performance.

小贴士: 图像的操作基于 bitmap 和 sprite 是游戏开发的基础.


🕹️ Input Handling

Handling keyboard, mouse, and joystick input is 🔑:

  • Read key states
  • Track mouse movement/clicks
  • Handle joystick axes and buttons

Управление вводом — это то, что делает игру интерактивной. Без этого, это просто анимация.


🔊 Sound Programming

  • Sound effects + background music
  • Sample playback
  • Stream music or use low-level routines

Audio brings your game to life. No one wants to play a silent platformer. 🧏


🔁 The Game Loop

This is the core of every game engine. The book teaches:

  • How to build a consistent loop
  • Frame rate management
  • Timers and interrupt handlers

⏱️ Keep it real-time. Keep it smooth.


🎯 Collision Detection

Making objects actually interact:

  • Bounding box checks (rectangular collision)
  • Efficiency > pixel-perfect in most indie games

没有碰撞检测,你的游戏只是一个动画。想象下,子弹飞过去却没有影响?LOL。


🌍 Tile-Based Scrolling Backgrounds

How to:

  • Build levels using tiles
  • Scroll across worlds
  • Use editors like Mappy to design levels

Classic RPG and platformer style. Big retro feels 💾


🧠 Advanced Topics

🛠️ Game Design Principles

Not just how, but why:

  • Choose game mechanics wisely
  • Avoid overengineering (“feature glut”)
  • Use design docs & prototype early

📈 Game Dev Lifecycle

From idea → engine → prototype → polish → publish:

  • Covers project phases & team roles
  • Encourages testing and feedback loops

🤖 AI Intro

  • Deterministic AI
  • FSMs (Finite State Machines)
  • Fuzzy logic & pattern-based AI

AI может и не сделает игру автоматически крутой, но она может сделать её умной. Или жуткой. Или просто весёлой.


🔄 Multi-threading

  • Intro to concurrency in games
  • Useful for physics, audio, or AI in parallel
  • Short but essential primer on managing threads safely

📚 Allegro Game Library

Why reinvent the wheel? Allegro gives:

  • Cross-platform support
  • Low-level access with simplicity
  • Easy bitmap/audio/input/sprite handling

Highly recommended for DIY devs working close to the metal ⚙️


🎧 Why listen to the audiobook?

If you’re the type who learns by hearing + imagining rather than reading line after line of code, this audiobook hits different:

  • Great as a companion while prototyping
  • Helps absorb concepts faster
  • Useful even while commuting or gymming 🏋️‍♂️

Absolutely, fam 😎! Let’s drop some 🔥 code examples straight from the vibes of Game Programming All in One, 3rd Ed., adapted for modern readers but keeping it OG with Allegro 4-style C programming. Below you’ll find snippets covering:

  1. Initializing Allegro
  2. Drawing basic graphics
  3. Handling input
  4. Playing a sound
  5. Game loop
  6. Sprite animation
  7. Simple collision detection

⚠️ These are based on the Allegro 4 API (not Allegro 5+), so you’ll need to install Allegro 4 headers/libs if you’re building locally. Compiles with gcc or g++.


🧱 1. Init Allegro + Setup Display

#include <allegro.h>
 
int main() {
    allegro_init();
    install_keyboard();
    set_color_depth(16);
    set_gfx_mode(GFX_AUTODETECT_WINDOWED, 640, 480, 0, 0);
 
    clear_to_color(screen, makecol(0, 0, 0)); // Black screen
 
    textout_ex(screen, font, "Hello Game Dev!", 200, 240, makecol(255,255,255), -1);
 
    readkey(); // Wait for key press
    return 0;
}
END_OF_MAIN()

🎨 2. Drawing Shapes

void draw_shapes() {
    line(screen, 100, 100, 200, 200, makecol(255, 0, 0));
    rect(screen, 220, 100, 320, 200, makecol(0, 255, 0));
    circle(screen, 400, 150, 40, makecol(0, 0, 255));
}

Call it after setup or in your game loop to see it pop off 🧑‍🎨


🕹️ 3. Keyboard Input Example

void handle_input() {
    if (key[KEY_ESC]) {
        exit(0); // quit game if Esc is pressed
    }
    if (key[KEY_SPACE]) {
        textout_ex(screen, font, "Space pressed!", 10, 10, makecol(255,255,0), -1);
    }
}

🔊 4. Playing a Sound Sample

SAMPLE *sound;
 
void init_audio() {
    install_sound(DIGI_AUTODETECT, MIDI_AUTODETECT, 0);
    sound = load_sample("laser.wav");
}
 
void play_sfx() {
    if (key[KEY_L]) play_sample(sound, 255, 128, 1000, 0); // play sound on "L" key
}

Make sure laser.wav exists in the working dir.


🔁 5. Game Loop w/ Timer Cap

volatile int ticks = 0;
 
void ticker() { ticks++; }
END_OF_FUNCTION(ticker);
 
int main() {
    // ... Allegro init
    install_timer();
    LOCK_VARIABLE(ticks);
    LOCK_FUNCTION(ticker);
    install_int_ex(ticker, BPS_TO_TIMER(60)); // 60 FPS
 
    while (!key[KEY_ESC]) {
        while (ticks > 0) {
            // update logic
            ticks--;
        }
 
        // draw frame
        acquire_screen();
        clear(screen);
        draw_shapes(); // call your draw funcs
        release_screen();
    }
 
    return 0;
}
END_OF_MAIN()

🌀 6. Sprite Animation Example

BITMAP *sprite;
int x = 0, y = 100;
 
void load_sprite() {
    sprite = load_bitmap("player.bmp", NULL);
}
 
void update_sprite() {
    x++;
    draw_sprite(screen, sprite, x, y);
}

Add update_sprite(); in your main loop to move it across the screen like a side-scroller.


🧱 7. Simple Collision Detection (Rectangular)

int check_collision(int x1, int y1, int w1, int h1, int x2, int y2, int w2, int h2) {
    return (x1 < x2 + w2 &&
            x1 + w1 > x2 &&
            y1 < y2 + h2 &&
            y1 + h1 > y2);
}

Use like:

if (check_collision(player.x, player.y, 32, 32, enemy.x, enemy.y, 32, 32)) {
    textout_ex(screen, font, "Collision!", 300, 10, makecol(255, 0, 0), -1);
}

🔧 Compile Command (Linux/macOS)

gcc -o game main.c -lalleg -lalleg_unsharable

For Windows, use MinGW with appropriate Allegro 4 libs, or use Code::Blocks with Allegro set up.


💭 Final Thought

Allegro 4 hits different. You learn how games work — not just how to drag prefabs in Unity. 学好基础,以后上手任何引擎都轻松。Основа важнее всего.

Wanna see a full game built with this setup? Ping me — I’ll whip up a sample project 💯 Let me know if you want Allegro 5, SDL, or ported versions in Python (via PyAllegro/pygame) or Golang.

🔥 Peace out, stay coding.

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