This book takes an iterative approach in that we'll slowly but surely work our way from the absolute basics to the esoteric heights of hardware-accelerated game programming goodness. Over the course of the chapters, we'll build up a reusable code base, so I'd suggest going through the chapters in sequence. More experienced readers can of course skip certain sections they feel confident with. Just make sure to read through the code listings of sections you skim over a little, so you will understand how the classes and interfaces are used in subsequent, more advanced sections.
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