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Beginning Game Programming (Premier Press Game Development (Paperback)) |
List Price: $29.99
Your Price: $20.39 |
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Rating: Summary: A note from the author Review: When I set out to write this book, my goal was to reach the inexperienced programmer and give him or her some of the foundational knowledge needed to get started in the fascinating world of game development. This book is not a work of art, nor it is witty or cunningly imaginative; instead, this book is pragmatic in it's focus on providing just what you need--and nothing more. You will need MS Visual C++ 5/6/7 or a comparable Windows compiler such as Borland C++Builder, and the DirectX 9.0b SDK (provided on the CD-ROM). There is not a single frivolous page in this book, for--as your can see--the very first chapter will have you learning the fundamentals of Windows and DirectX. By the 4th chapter, you will have learned about Windows messaging, the DirectX interfaces, and will be writing windowed and fullscreen Direct3D programs.
I focused entirely on the C language, so I encourage you to learn at least the basics of C before trying to work through this book, because I assume you already understand the basics of the language. Although there is really no complex code in this book, I still urge you to read a C primer first (I suggest Michael Vine's C for the Absolute Beginner as a companion to this volume).
The book quickly escalates into Direct3D surfaces and textures, and then on to animated sprites (which are pulled from a tiled bitmap image and loaded into a texture). Before rounding out the basics of DirectX, you will learn how to program sound, music, and input devices.
The last four chapters are the true gem of this book, for you will learn how to create your own 3D models. As a non-artist myself, I understand how difficult it is for a budding game programmer to come up with the artwork for a game. The truth is, there is no good source for free 3D models or textures that will suit your needs, so the best approach is to create your own. After a brief introduction to 3D graphics theory, you will have the opportunity to create a 3D model of a car from scratch using the powerful Anim8or 3D modeling program (full version provided on the CD). You will then learn how to tweak the model in various ways, and then load it into your own program.
You will then put these new skills to work in creating a complete game--a 3D version of Breakout, complete with a 3D mouse cursor, sound effects, scoring, the works! You will gain valuable skills while creating this game, as you will see exactly how the 3D models were created for the walls, the paddle, and other objects in the game. In the end, you will have gained that foundation of knowledge, will have a solid understanding of how a game works, and will be ready for the next step in your education. I believe that you will be able to pick up any advanced game programming book after completing this one, and will be able to make sense of it--and that is the most valuable thing that you will have gained from this book.
Part I: Windows Programming
1: Getting Started With Windows And DirectX
2: Windows Programming Basics
3: Windows Messaging And Event Handling
4: The Real-Time Game Loop
Part II: DirectX Programming
5: Your First DirectX Graphics Program
6: Bitmaps and Surfaces
7: Drawing Animated Sprites
8: Advanced Sprite Programming
9: Jamming With DirectX Audio
10: Handling Input Devices
Part III: 3D Programming
11: 3D Graphics Fundamentals
12: Creating Your Own 3D Models With Anim8or
13: Working With 3D Model Files
14: Complete Game Project
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