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The forum now seems to be stable and happy but a bit empty and in need of a bit of colour, I'll work on that but need to focus on cleaning up demo code for the main site.

However if you've just arrived, hello, and welcome, please take a few moments to register and say hello.

Over the coming weeks I will add as much content on here as I can, hints, tips and occasional rants about using SBC's for graphic programming which is my main area of interest.

Why? You are probably asking yourself, and with good reasons, almost nobody buys an SBC to write games on. Big Grin
Well, my reasons are really simple, I'm a console programmer, but I am not allowed tell people how to write games on Xbox, PlayStation or Nintendo consoles.. So I wanted to try to simulate both the experience of working on a console as a target system, and working at a fairly low level to get the hardware to work. That's possible on PC's of course, but there's just too much variety of system and speed. Having a system with fixed constraints forces you as a coder to consider how to get the best out of it and that in itself is also a lot of fun. There's a fantastic sense of achievement in getting a Raspberry to do Shadows and post processing effects fast enough to be useful in a game, and that's the kind of dogged determination that console games coders need to develop.

And, if you like SBC's generally, they really are a lot of fun to work with. You are not going to make any money writing games for SBC's but you will learn a lot about HOW to write games, by using SBC's

If you are experienced with SBC's and are aware of some of the common pitfalls beginners have getting them set up to be useful in a coding situation, please register and post your experience, the more people we can attract with a little knowledge the more we can help those seeking knowledge.

One very important point that will become apparent when people start reading the book, is that I did NO (zero) optimizing of any of the graphic code in the books. That was to avoid confusing new coders and also to present challenges for them to find and resolve. We can discuss optimization of things here as any game with a decent GPU load is going to need some considerable thought about optimizing.

Log in, say hi, and lets see if we can get a nice community of SBC game coders started
made this a sticky, please register, and say hi
Brian Beuken
Lecturer in Game Programming at Breda University of Applied Sciences.
Author of The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's 

Hey Brian,

Is this the right place to post a howdy? 

My name is Jon Morss and I've been a big fan of Game Development for some time. I originally studied Computer Science to get into to Game Dev, but my career path took me down other roads.   Back in the day I went though "Spells of Fury"  by Michael J. Norton and "Tricks of the Game Programming Guru" by Andre Lamothe  ( he currently has a PCB class on Udemy) but I kept getting diverted away from the game path.   I even bought and worked with the Hydra Game Development Kit that Andre created with the Parallax Propeller which as an interesting Retro 8-bit game platform. However, coding in Spin was just not my bag.   Although an old fart in tech years, I still have an interest of doing something with Game Dev. I'm not sure if it is still viable to pursue a job in games these days, but I would be content just working on my own thing just to see where it goes. Heck, even an Indie game for the PS Vita would be cool since I am one of the few owners of that device.  

I do a bit of Voice Acting on the side and have lent my voice to some games in the past, so it certainly would be awesome to voice in me own game for a change. 

I'm also interested in Embedded Systems and Robotics and am a frequent participant in the element14 Road Tests and Project14 challenges.  I have worked on a bare metal Space Invader game using a TI TM4C123 ARM M4 board for an Embedded development MOOC which was cool. 

I'm looking forward to working though the The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's book and absorbing what I can from the forums.

Thanks a ton for creating the awesome book and for putting all the time you have into this site. It's something I have been looking for for some time.


Hi Jon

Thanks for the nice message. I always enjoyed Andre's books, I think I worked through all his original books before he switched to editing. Back before the internet his books were the best way I knew to work out a lot of stuff I didn't know then Big Grin

It is still viable to work in games, I am still involved in commercial games, and I teach at Breda University of applied science where our Games Development program is producing new generations of coders, artists, designers and producers. Many of our grads end up working on some massive AAA titles, so its still very much an industry to thrive in.

The book is not without flaws, I had to rush the ending of it, I could easily have made it 200 pages bigger, and the typesetters (and me) have put in a lot of small errors, but I hope it still gives you a taste for writing games and gives you access to some of the basic ideas we use over and over again.
Maybe a 2nd edition will fix the flaws...if it keeps selling, who knows Big Grin

This site will continue to grow with additional content and some new lessons and game concepts that can be taken to any platform.

I like the SBC's because they are basically mini consoles, so once you can make something like a Raspberry produce a game, you can do the same on a Switch, Vita, PS4 etc...they are just SBC's on massive doses of steroids.
Brian Beuken
Lecturer in Game Programming at Breda University of Applied Sciences.
Author of The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's 

Hey Brian,

I'll follow Jon and say Hi as you have suggest in your activation mail.

My name is Mario Grießer and I'm working, after a few other jobs, now as an ABAP Developer.
But since the late 80's I'm always interested on Game Development, this is related to my Neighbors, which where the founder of the Austrian Development Studio MayDesign (original designer of the Anno-Games). As Teen I was always in there Studio and have looked what they are doing.

Now I'm reading your Book and try to do self some Game Development as Hobby.


Welcome Mario
if you have any issues, please just post and we'll try to fix it. Do please note there are some problems with the new Raspberry Pi 4, which I'll try to provide some updates for in a few more weeks. I am still trying to work out the best solution.
Brian Beuken
Lecturer in Game Programming at Breda University of Applied Sciences.
Author of The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's 


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