{"product_id":"advanced-game-programming-using-raylib-build-fast-cross-platform-2d-and-3d-games-tools-and-engines-in-c-and-c-9798247254539","title":"Advanced Game Programming Using Raylib: Build Fast, Cross-Platform 2D and 3D Games, Tools, and Engines in C and C++","description":"\u003cp\u003e • Author(s): Robert J. Olive\u003cbr\u003e • Publisher: Independently Published\u003cbr\u003e • Publisher Imprint: Independently Published\u003cbr\u003e • BISAC: Programming - Games\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003e\u003cb\u003eAdvanced Game Programming Using raylib\u003c\/b\u003e\u003cbr\u003e\u003ci\u003eBuild Fast, Cross-Platform 2D and 3D Games, Tools, and Engines in C and C++\u003c\/i\u003e\u003c\/p\u003e\u003cp\u003eWhat if you could build real, high-performance games and tools \u003cb\u003ewithout hiding behind a heavyweight engine\u003c\/b\u003e?\u003c\/p\u003e\u003cp\u003eThis book is written for developers who want full control over their game code, from rendering and input to asset pipelines, tooling, and final distribution. \u003cb\u003eAdvanced Game Programming Using raylib\u003c\/b\u003e shows you how to use raylib as a serious, production-ready foundation, not just a learning library.\u003c\/p\u003e\u003cp\u003eAt its core, this book solves a common problem: many game developers can make prototypes, but struggle to turn them into \u003cb\u003emaintainable, scalable, shippable software\u003c\/b\u003e. 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.\u003c\/p\u003e\u003cp\u003eYou'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.\u003c\/p\u003e\u003cp\u003eBeyond 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.\u003c\/p\u003e\u003cp\u003eBy the end, you won't just know how to \u003ci\u003euse\u003c\/i\u003e raylib. You'll know how to \u003cb\u003eengineer complete games and development tools\u003c\/b\u003e, ship them across platforms, and extend them confidently over time.\u003c\/p\u003e\u003cp\u003eIf 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.\u003c\/p\u003e\u003cp\u003e\u003cb\u003eBuild games. Build tools. Ship with confidence.\u003cbr\u003eGet your copy of \u003ci\u003eAdvanced Game Programming Using raylib\u003c\/i\u003e today.\u003c\/b\u003e\u003c\/p\u003e","brand":"Independently Published","offers":[{"title":"Paperback","offer_id":47570304368791,"sku":"9798247254539","price":2821.0,"currency_code":"INR","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0666\/3471\/1191\/files\/9798247254539.webp?v=1774881216","url":"https:\/\/atlanticbooks.com\/products\/advanced-game-programming-using-raylib-build-fast-cross-platform-2d-and-3d-games-tools-and-engines-in-c-and-c-9798247254539","provider":"Atlantic Books","version":"1.0","type":"link"}