At first I intended to send this only as a PM to Chilli, but he recommended that it would be good to get some opinions from the whole community rather than just one person. It's gonna be a long-ish read so please bear with me
I wanna say that I really appreciate the work Chilli and this whole community is putting into teaching those who are new to game programming (or programming in general); you can't really find much clear content on the internet. There are some tutorials but those aren't able to teach you much, so you're stuck with merely repeating or rewriting what that person is showing with no actual understanding.
Now, I've been lurking the internet trying to find answers to my questions but this whole "how to get into game programming" thing is kinda foggy. When I ask something on some stackexchange site (god i hate those fuckers), there's always like one dude "uuuuh, this ain't the right section, bruh, gtfo" + the others who just downvote my question to eternity and get me banned (not being able to ask anything) for a while lol.
When it comes to C++ programming in general, the experience I have is from the book C++ Primer (latest edition, about 1k pages in total) which has pretty much set the basis for my lessons to come (at the end I'll write some of the chapters to give you a general idea of the book in case you don't wanna search it up). Note: I read it very thoroughly so I can say that I understood those things very well (maybe not the advanced tools chapters yet, but that's ok I guess). I switched to Primer after reaching a few hundred pages of Bjarne Stroustrup's "Programming and principles bla bla" (the one for new programmers coming to c++), when the shit hit the fan, and everything got very fucking confusing, like small parts of code everywhere and eventually NOT writing it all together and shit like that.
Now, talking about my goal, I would like to be a game programmer, but in the triple-A, big-budget sense (I don't mean I want to have some batshit crazy salary, I'm just talking about the overall image of the work field if you get what I'm saying), like I wanna get a bitch wet when she hears I work for something like Naughty Dog, Valve, DICE, etc, meaning I'd like to gradually work my way up to 3D game programming, and not stay in the 2D area for much longer than I need.
So, firstly, what books/stuff would you recommend that would put some basis into my GAME programming knowledge, as the C++ Primer helped me with GENERAL programming concepts (besides Chilli's C++ game programming series) ? And secondly, after the beginner stuff, maybe some (more) practices or overall intermediate, semi-sort-of-advanced stuff for later on ? Concluding/Reformulating: what would you recommend to someone who wants to get serious,carnal,intimate with game programming ?
PS:
I have a lot of (free) time to learn these things and also to practice, so that's not a problem, and most of all I'm willing to have patience and to understand. I'm currently 18, highschool, 11th grade (not that it really matters, but I'm just putting it out there)
Sorry if this message was kinda bulky and it was kinda hard reading through my stuff (english is not my native language)
Thanks in advance and take care
The quick run-through of C++ Primer 5th:
1.Start: general things about input/output; while,for,if, statements + working with a Bookstore class (not defining it, just using it)
2. Variables and types: bult-in types, conversions, literals, declarations, const qualifier, references and pointers to const, type aliases; auto,decltype
3.Strings, Vectors, and Arrays: using declarations; string type; defining, initializing, operations with strings; vector type and info about it like in the string section; c-style strings; multidimensional arrays;
4.Expressions: fundamentals, basic concepts, precedence and associativity, order of evaluation, arithmetic, logical, relational, assignment, increment etc operators; Implicit/explicit type conversions
5. Statements: if,switch,while, for, range for, break, try, throw etc etc;
6. Functions: Basics, local objects, declarations, separate compilation, argument passing (by val/ref), overloading and scope, return; inline and constexpr functions
7. Mothafucking CLASSES: defining the class from the Start (the one which you worked with) and abstract data types in general; the whole class arsenal - constructors, member /non-member stuff, friends, copy control, class types, functions that return *this, name lookup and class scope; static members
8.The IO Library : io classes, string streams, and some info about copying or assigning objects IO objects
9.Sequential containers: overview of seq. containers, container library overview, iterators, begin(), end(), assignment and swap, adding elements to a seq. cont.; erasing, accessing elements; vector growing, other std::string info
10.Generic algorithms: pretty self self-explanatory + lambda expressions + binding arguments
11.Associative containers: pair, map, set types;
12.Dynamic memory: smart pointers -> shared, weak, unique; Dynamic arrays; allocator class
13.Copy control;
14.Overloaded operations and conversions;
15. Object fukin oriented-programming: overview, base, derived classes, conversions and inheritance, virtual shit, copy control from the perspective of inheritance, etc
16. Templates;
And then the advanced topics for like 200 more pages (a few chapters)
Note1: all of these chapters come with well-thought examples that use and test the knowledge you've gained; from little declarations to full-blown base and derived classes.
Note2: list longer than I first wanted it to be