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Coding Games: 3 books in 1 -A Beginners Guide to Learn the Realms of Coding in Games +Tips and Tricks

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Coding Games: 3 books in 1 -A Beginners Guide to Learn the Realms of Coding in Games +Tips and Tricks to Master the Concepts of Coding

English | 2020 | ASIN : B08PL517K9 | 376 pages | AZW, EPUB, MOBI | 18 MB

The Complete 3 Books Series on Coding Games

Book 1

Do you want a comprehensive guide to everything you need to know to start making your first game?
If your answer to any of these questions is “yes” then this is the book for you. We’ll be going over every facet of game programming, ranging from how to set your expectations of what you’re getting into right up to creating the games themselves.

In this book you’ll discover…
•How to program a vast variety of different game genres.
•The most important game design elements crucial to your success.
•How to use the Gosu library to make games in Ruby.
•The best way to ensure your RPG Maker game is better than the rest.
•A crash-course in Unity to kick start your professional career

Book 2

Learning how to code properly sometimes can be very perplexing and needlessly complicated. Or even worse, boring.

Instead of actively learning new programs or exciting new applications of your code, you are forced to go through hundreds of boring texts, all filled with confusing texts and hopelessly mysterious symbols.

This wasn’t what you expected! Surely there must be a better way to learn how to program and make coding more fun!

And there is. There exists one simple solution that, in one fell swoop can transform learning how to code from an insanely boring experience to an entertaining pleasant journey. How you wonder?

By making the whole experience a game!

In this book Coding Games, we will show you what coding is, its fundamental concepts, and how you can master the basic principles of coding through games.
Book3

This book's ideology is simple and straight-forward: equip the user with the most important concepts to catapult your game development skills. When looking for a good book that explains game programming, readers are usually bombarded with information from the author without any context.

Often, code doesn’t make sense, hasn’t been explained properly, and the concepts the author tries to explain are unclear. The main reason for this is that authors, when writing technical books such as this, assume that the reader will have the context for every small detail they leave out and every major detail they choose to convey.

This book was written with particular care to keep the reader’s perspective in mind instead of the author’s knowledge, because at the end of the day, the books' purpose is to teach you, rather than leave you disappointed. This book stays true to its purpose and builds upon the content discussed in the previous series. Even though readers coming to the advanced level of game programming should be confident in their intermediate and basic level understanding of the topic, the chapters' content is careful not to leave anything ambiguous to the reader. Here are some of the key features that you will find in this book:
•Important and fundamental topics that are key to advanced game programming.
•Well-versed explanations after every block of code to facilitate better delivery of the concepts.
•A proper topic architecture such that every chapter builds upon the previous one.
•Friendly and explanatory vocabulary with minimum jargon to ensure a better reading experience.

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