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Advanced Game Programming Using Raylib: Build Fast, Cross-Platform 2D and 3D Games, Tools, and Engines in C and C++

by Robert J. Olive
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Book cover type: Paperback
  • ISBN13: 9798247254539
  • Binding: Paperback
  • Subject: N/A
  • Publisher: Independently Published
  • Publisher Imprint: Independently Published
  • Publication Date:
  • Pages: 292
  • Original Price: USD 26.99
  • Language: English
  • Edition: N/A
  • Item Weight: 508 grams
  • BISAC Subject(s): Programming / Games

Advanced Game Programming Using raylib
Build Fast, Cross-Platform 2D and 3D Games, Tools, and Engines in C and C++

What if you could build real, high-performance games and tools without hiding behind a heavyweight engine?

This book is written for developers who want full control over their game code, from rendering and input to asset pipelines, tooling, and final distribution. Advanced Game Programming Using raylib shows you how to use raylib as a serious, production-ready foundation, not just a learning library.

At its core, this book solves a common problem: many game developers can make prototypes, but struggle to turn them into maintainable, scalable, shippable software. Here, you'll learn how to structure raylib projects the way professional studios structure engines and tools, cleanly, efficiently, and with long-term growth in mind.

You'll gain the practical skills to design robust build systems with CMake, manage assets and memory safely, and implement efficient 2D and 3D rendering pipelines. You'll work through real solutions for batching, shader optimization, physics integration, deterministic update loops, and cross-platform input handling. You'll also learn how to build lightweight editors, automation tools, and asset pipelines that support real production workflows.

Beyond runtime systems, the book covers what most tutorials ignore: profiling and debugging real projects, preparing release builds for desktop, Android, and web, handling licensing correctly, and maintaining a project after launch. Advanced architectural patterns, such as ECS-lite designs, modular plugins, and Lua scripting integration, are introduced in a practical, focused way that fits raylib's philosophy.

By the end, you won't just know how to use raylib. You'll know how to engineer complete games and development tools, ship them across platforms, and extend them confidently over time.

If you're an indie developer, engine programmer, technical artist, educator, or software developer who wants clarity, control, and performance, this book was written for you.

Build games. Build tools. Ship with confidence.
Get your copy of Advanced Game Programming Using raylib today.

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