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This title is remarkable in two ways. First, it covers the essential features of today's 3-D virtual worlds--like textures, lighting and fog, vertices, and transformations--while providing a thorough yet comprehensible introduction to the powerful DirectX game platform. It covers all the visual effects you'll need to create state-of-the-art games with DirectX. A second standout section is the author's reusable, clearly documented C++ classes for simplifying essential APIs involved in DirectX, including DirectDraw (for 2-D graphics) and DirectSound (for sound).
The text focuses on the "serious" 3-D graphics mode of DirectX--Immediate Mode (IM)--which is used on some of today's hottest games. Direct3D IM programming is tough, but this text is one of the best at showing how it's done. Besides DirectX objects and APIs, this book provides some of the "rules" in pseudo-code needed to program successfully with 3-D graphics. This title also serves as a reference with over 400 pages on DirectX classes, including over 150 pages on Direct3D. (Plus, there's material on some of the math required for 3-D graphics). Overall, this book will serve as a valuable resource to any programmer who works with DirectX on a day-to-day basis.
Armed with this remarkably clear and thorough title, any C++ programmer can start learning 3-D game programming on the Microsoft DirectX platform. This book sets a high standard as an introduction for serious game development using DirectX and C++. --Richard Dragan
Topics covered: DirectX overview, graphics hardware, 3-D virtual worlds, COM basics, DirectDraw APIs and C++ classes, Direct3D Immediate Mode basics, 3-D transformations, textures, MIP maps, lighting, rendering primitives, optimizing techniques, physics (detecting collisions, DirectSound APIs and C++ classes), DirectInput and joysticks and C++ classes, Artificial Intelligence (AI) basics for game characters, DirectX reference, 3-D graphics math reference.
| AUTHOR: | John Degoes |
| CATEGORY: | Book |
| MANUFACTURER: | Paraglyph Press |
| ISBN: | 1932111328 |
| TYPE: | C & Visual C, Computer games, Programming Languages - C++, Computers, Computers - Languages / Programming, Computer Books And Software, Video & Electronic - General, Computer Graphics - Game Programming, Computers / Computer Graphics / Game Programming, Computers / Languages / Programming, Computers / Programming Languages / C++, Computers/Computer Graphics - Game Programming, Computer Animation |
| MEDIA: | Paperback |
| # OF MEDIA: | 1 |
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Customer Reviews of 3D Programming with C++: Learn the Insider Secrets of Today's Professional Game Developers
bait and switch I know it's rather dated now and there are lots of alternatives but it's so bad I just had to post. someone bought me this book a few years ago and I never really had enough time to read it. in the meantime I learned a lot about programming Windows GUI apps, and a smattering of OpenGL. recently I've had nothing to do so I picked the book back up. <
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>this book doesn't have any information about making games. <
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>the only way to learn how to program is to have some examples to look at. you can know all the theory of classes and objects, COM architecture, encapsulation, etc etc but if you don't have some actual code to look at your chances of writing an actual working program are nil. <
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>not to mention that I think focusing on graphics before you even know anything about the guts of the game is pretty stupid. <
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>There. venting over.
A Good Start...
I do have more important things to do than write reviews on books I have purchased; however this book has been such a disappointment that I'd like to keep you from wasting your money as I have. Luckily the book is hefty enough to make a good doorstop, so im not completely out.
Im not trying to say the author doesnt know what he's talking about, nor that you won't get anything out of this book. In fact the first 2 chapters are a phenomenal overview of 3D games, written in a concise manner that is easy to follow, and in fact somewhat entertaining. I just wish the rest of the book followed suit.
Chapter 3 is where the book really begins to fail. To begin with, the text immediately defies it's title. This book should have been called 3D game programming with DirectX, for the third chapter introduces you to the world of Direct3D, and virtually ever portion of code in the book is based upon DirectX. While it is immediately evident that DirectX is a powerful tool, and to program games in Windows environments it will be a necessary tool for you to learn, this text will do little to help you do so.
From the fourth chapter on, the text dives headfirst into DirectX code that is simply a horror to navigate through. The author doesn't make the code any easier to follow; you are bombarded with page after page of code, in fact pages 51-83 contain "a simple DirectDraw Encapsulation that is easy to follow," then leaves a mere 4 pages to explain a few of the function called in the previous 33 pages of code. It would have been nice if the author had used some comments in his code to let you know what is going on, but anything of the sort is sparsely inserted into the multitude of unexplained functions, reserved words and variables that leave you totally in the dark about what you are doing. I bought this book to learn about the fundamentals of programming graphics and game logic, and instead Im given page upon page of directX code that restricts me to programming on windows platforms rather than the C++ the title promised. Any idiot can copy code as the author expects, but learning what the code does, how to improve it and adapt to your specification is certainly more desirable.
This book may serve some use as a reference book, as the appendices in the back contain a massive amount of DirectX function overviews. However, by the time you learn DirectX, newer versions will be released, and will make the apendices covering DirectX 7 less useful, if not useless.
The real disappointment here is that the author really knows what he is talking about, but fails to convey it in a manner that makes learning possible. This could have been an excellent book, but without solid explanations of the overwhelming amount of code, the book fails.
Terrible teaching tool, only good for reference
As far as learning how to program 3D Games, this book stinks.
Over half the book contains reference sections of the different DirectX methods, and if that is what you want then Ok, but if you want ti for anything else you are better of saving your money.
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