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Another weakness is in the code examples. Most of them are fragments rather than forming programs that can be run and they are frequently neither clear to understand nor well-written. One example is labelled as 'probably very buggy' without pointing out why. I would much prefer the book if it had concentrated on the development of one or two simple, but real working games, as case-studies.
The book's main strength is in bringing together most of the subjects necessary to write Linux games, even if most of the topics require further reading; it is backed up by a good reference section. An appendix on porting is also very useful, despite revealing further weaknesses in the author's experience of C and GCC. It is also well up-to-date, although some of the libraries and programs it covers are prone to rapid change.
On balance, I could not really recommend this book, even though it has no direct competition that I know of. The subject material here seemed to be dictated by what the authors thought would be cool to write about rather than what would make a good book.