some guidelines from the experience of others and my own.
while reading books please write down important info that you could forget.
documenting what you have learned is so important, because once you understand a concept you can re-write it to your specifications so if you need to look at it again, you could be saving yourself time understanding what you forgot.
> books.
get many, and get them in digital format. amazon.com is helpful.
when trying to understand a concept, check each books explanation, and read the ones that help you the most.
> personal notes.
I archive code snippets, and code that I don't use enough and tend to forget.
I keep notes regarding problems I've had relating to specific c++ compilers, and c++ language problems.
I find it extremely useful to put specific explanations from various books into one text file.
eg: You may find it very helpful to keep a list of info relating to c++ pointers in one file.
Make it easy to find info regarding topics that are important to you or to the project at hand.
> acronyms.
I keep a personal list of them. You may want to, too.
> remember helpful pages, like these:
http://parashift.com/c++-faq-lite
http://research.att.com/~bs
http://public.research.att.com/~bs/bs_faq.html
http://public.research.att.com/~bs/glossary.html
http://www.accu.org/ (they rate books)
Source Code Search Engines
http://www.koders.com/
http://www.codase.com/
http://www.krugle.com/
gamedev has so much info.
http://www.gamedev.net/
http://www.mindview.net/Books - Bruce Eckel puts his books on the web for free.
Get his "Thinking in C++" (TICPP) books. 1st and 2nd volumes (not editions).
> get a computer monitor that really pleases you.
if your eyes feel strained after long hours of reading text, and it's not due to glare.
I'd suggest getting an LCD if you look at text for long hours.
if getting a CRT, note the electricity usage of it. My 19'' LCD uses 32watts without usb & the soundbar.
> book list
some books just plain suck, but, imo, you should get all these books, and
look thru them while learning concepts you want to thruly understand, or
are having difficulty understanding. Each book has its pros/cons.
The Pragmatic Programmer: From Journeyman to Master (Andrew Hunt, others)
More C++ Gems (Stanley Lippman, others)
Introduction to Algorithms ;2nd Ed; (Thomas H. Cormen, others)
C++ Templates: The Complete Guide (David Vandevoorde, others)
Accelerated C++ (andrew
C,C++ Programmer's Reference (Herbert Schildt
C++ In A Nutshell ;5m 2003; (Ray Lischner)
C++ Primer, 3rd Edition, by Stanley & Josee
Code Complete (2nd Ed) ;6m 2004; (Steve)
Effective & More Effective C++ (Scott Meyers)
Effective C++ ;3rd Ed; (Scott Meyers)
Efficient C++ Performance Programming Techniques (Dov & David)
Practical C++ Programming 2nd Ed (10m 2002) (Steve Oualline)
Effective STL (Scott Meyers)
Beyond the C++ Standard Library : An Introduction to Boost (Björn Karlsson)
C++ Standard Library. A Tutorial And Reference (Nicolai)
Bjarne, C++ Programming Language Special Ed
-----------------------------
http://www.gamedev.net/
http://www.gamasutra.com/
http://www.gdmag.com/homepage.htm
http://www.garagegames.com/
http://www.flipcode.com/
http://www.gpwiki.org/
> source code to learn from:
quake 3
homeworld 1
> game development related books:
Mathematics for Game Developers ;6m 2004; (Christopher)
Mathematics for 3D Game Programming & Computer Graphics, 2E ;11m 2003; (Eric)
3D Math Primer for Graphics and Game Development ;6m 2002; (Fletcher, etc)
Tricks of the 3D Game Programming Gurus - Advanced 3D Graphics and Rasterization ;6m 2003; (Andre, Nolan)
Vector Game Math Processors ;2003; (James)
Game Programming Gems Series
Game Development & Production ;2003; (Erik, etc)
3D Game Engine Design ;2001; (David)
Data Structures for Game Programmers ;2003; (Ron, Andre)
Game Programming All in One ;2002; (Bruno, Andre)
Tricks Of The Windows Game Programming Gurus - Fundamentals Of 2D And 3D Game Programming ;(André) ;[Sams, 1999]
Ultimate Game Design - Building Game Worlds; 2003; (Tom Meigs); McGraw Hill
Game Design Foundations; 2003; (Roger)
Core Techniques and Algorithms in Game Programming ;9m 2003; (Daniel)
Chris Crawford on Game Design
Game Coding Complete ;2003 ;(Mike McShaffry)