There could be an open market for a game development book, that explains the different tools and parts of games. The idea is for the book to show what tools exists, and what they do. Not for teaching how to use them. It could be called, ‘developing games: parts and tools of the trade.’
The parts and tools I am talking about are things not so obvious. There is certern types of special effects, certain types of game logic, and even certain types of player controls.
If I could just know the many different parts and tools that exist, then I could make better designs. I would still need to find out how to implement them, but I would use the internet, and I would actually know what to look for.
What you’re describing is basically a catalog and to my knowledge nothing of the sort exists. Catalogs in general have gone the way of the dinosaurs and frankly the world of software is simply changing too much for anything other than very well established products being listed in a physical medium.
What we do have are search engines and online communities. Your best bet is to simply ask about software for the topics you’re interested in and investigate the results.
thank you for showing me that book. That is what I am looking for. I just want to learn the theories and parts that make a commercial game engine so I can have a better design.
One of the big problems with writing a book about game development is just how quickly everything changes in this industry. The tools and technology is always changing at such a breakneck speed that cooking up static “book” doesn’t make a lot of sense. Coming up with a specific wiki for game development would probably be more useful.
That said, I do approve of the book referenced above, and any attempt to present generalized concepts for game development, as opposed to technical details. The core approaches and principles are actually more valuable for learning than the technical specifics. (as those general concepts will likely last longer) Properly understanding extension is far more important than the specific syntax for how to extend a class in a particular language.
Reminds me the time when I asked for the developers of Epic a new book for UE4 for the year 2017. Then they said, you already have a new book from 2016 we cannot afford another book that tells you the same thing with some minor changes. XD.
But in-web, there are A TON of useful pages for us devs, start with gamedev.net they have journals, test and everything created from devs by devs.