Learn Game Programming By Example with Raylib

This book/course will take you from zero to a fully working proto platform game using Raylib...

Sign up for early access and an exclusive discount when it's ready.

Learn Game Programming By Example with Raylib
will kickstart your gamedev journey.

This book/course will take you from zero to writing a proto platform game.

Learn game programming concepts while writing actual code. Build a small game engine, and use it to create a proto game (that you could turn into a full game).

Book/Course Contents (a.k.a., What You'll Learn)

Prolog - Getting Started

Overview
Getting the most out of this book/course
Setting up your development environment

Part I - Building a Simple Game

Open a window
Draw something
Animation & user input
Dodge game

Part II - Building a Proto Platform Game Engine

2D character animation
Proto game engine
The main menu
Resource Manager - Avoiding duplicate resources
Adding sound effects
Adding music
Building a 2D world to play in - Tile Maps
Displaying a 2D world
Physics engine - Walking on the terrain
A player tracking camera

Part III - Making a Proto Platform Game

Sprite atlases & more in-game objects
Adding other characters/enemies
Adding a display overlay for score & health

Epilog - What Next?

Finishing the game
What to do next

Meet the Author - Hans de Ruiter

Hi, I'm Hans. I started dabbling in programming as a child. Today, I have decades of experience writing software in multiple languages, with a strong accent on computer graphics. I have written graphics/image-processing software using OpenGL, graphics drivers, and even a 3D graphics system (Warp3D Nova).

My initial interest in RayLib was more for its multimedia capabilities than writing games. It's a powerful library that has uses outside of gaming. Of course, the most logical way to learn how to use RayLib, is for its intended purpose: games.

This book/course takes what I've learnt over the years, and combines it with my more recent adventures with RayLib. It's designed to get you started with game engine programming by doing; that is, by writing an actual (small) game engine and proto-game.

Q & A

Which programming languages will be used?

The code will be in C/C++. C++ is currently the most popular language for game programming.

Do I need to know C/C++?

No, although it will certainly help. You will need to understand the basics of programming, though?

Do I need to know how to write code?

Game programming is complicated, so you will need to know the basics of programming: variables, functions, if/else statements, loops, etc. If these terms are foreign to you, then you should do a basic programming course first.

Will the book/course cover creating 3D games?

3D games are awesome, but they're way more complicated, and there's a lot more that can go wrong. So, we'll be sticking to 2D for this book. That way we can focus on core concepts and learning the basics. Likewise, we're deliberately going to avoid shaders, lighting, and fancy graphics effects. Let's make sure we can make fun games first; 3D and special effects can be added later.

How much will the book/course cost?

Pricing is yet to be decided, but those who join the waitlist will get an exclusive discount.

What's the difference between the book & course?

Both will cover the same topics. The course includes video explaining the concepts and taking you through key parts of the code.

When will the book/course be available?

The exact release date is uncertain. I plan to release it once enough chapters have been written for people to get a good start.

Can I read/watch a sample?

Not yet, but you can check out my Raylib 2D Challenge video series (link). The book/course will be partially based on that video series, but expanded to teach you everything you need to know.

Sign up and get both early access and an exclusive discount.

Join the waitlist, and be the first to get access to the book/course. Plus, get an exclusive discount when it's released.

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