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Advanced 3-D Game Programming With Directx 7.0 (Wordware Game Developer's Library)
 
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Advanced 3-D Game Programming With Directx 7.0 (Wordware Game Developer's Library) [Englisch] [Taschenbuch]

Adrian Perez , Dan Royer
3.6 von 5 Sternen  Alle Rezensionen anzeigen (12 Kundenrezensionen)

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Produktinformation

  • Taschenbuch: 610 Seiten
  • Verlag: Wordware Publishing Inc.; Auflage: Pap/Cdr (Juli 2000)
  • Sprache: Englisch
  • ISBN-10: 1556227213
  • ISBN-13: 978-1556227219
  • Größe und/oder Gewicht: 23,1 x 19,6 x 4,3 cm
  • Durchschnittliche Kundenbewertung: 3.6 von 5 Sternen  Alle Rezensionen anzeigen (12 Kundenrezensionen)
  • Amazon Bestseller-Rang: Nr. 2.106.962 in Englische Bücher (Siehe Top 100 in Englische Bücher)

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Von Ein Kunde
Format:Taschenbuch
I wanted a primer on Direct3D immediate mode, but this wasn'tit. He has a bunch of unrelated examples illustrating concepts he'slearned, but nothing pulls it together. Most of the book is about stuff OTHER than Direct3D. Only 2 chapters in the book cover Direct3D, and one of them has no examples. He mainly describes DirectX structures in those two chapters. Go to Cubonics.com, his web site, and download his sample programs - those ARE indicative of the quality of code samples you'll get.

I wanted a book that takes a basic Direct3D immediate mode app, pulls it apart bit by bit, and starts explaining things, devoting entire chapters to subjects as necessary. But this isn't it. This guy is 3 years out of high school, and has never written a game or a book before, and it has just as much quality as you'd expect from that description.

This book isn't even as good as the examples shipped with the Microsoft DirectX SDK. :-/ Save your money and look elsewhere. END

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I have been developing 3D Graphics for almost 2 years now and for all the knowledge I've allocated is explained as a whole in this book. I like this book mainly because it's not old in content but its fairly new and covers the latest and greatest techniques in 3D graphics today. The two famous techniques I've found are PVS and Portal Rendering. Adrian doesn't go into detail on these subjects yet he explains enough to get your coding running properly. My favorite subject in this book is about Radiosity Lighting. Thus another subject that many authors run away from mainly because of its complexity to implement the algorithm properly. The Direct X stuff is fine and D3D is up to date and is explained in detail. Adrian constantly reminds me of Andre Lamothe hehe... but maybe it's the name thing.... Andre was the pioneer I think in writing good books like these. Dan Royer is a good friend too. It doesn't cover everything in true detail but give a good overview of almost everything. This book is a must have so please go out and purchase it.
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I'll preface this by saying that I'm an experienced game designer and programmer (nothing big on my resume). I bought this book for the Direct3D Immediate Mode information primarily with all the other good gaming nuggets secondary (though still important).

The first 138 pages cover Windows and DirectX basics (DirectDraw, DirectSound, DirectInput, etc). Being basic information, I skipped this.

The next 96 pages take you through the foundations of 3D math. I started here to refresh what I learned in other books and college and must admit that I was lost within a few pages. The author understands what formulas are used where, but he can't explain the concepts behind them or why they work the way they do. You're often told that's just how they work, but without a fundamental explanation it just doesn't click. I guess it's the difference between a friend teaching you to drive ("this is how it's done") and an instructor teaching you to drive ("this is why it's done this way"). In short, I had to skip this chapter. ("Cutting Edge 3D Game Programming with C++" does a good job of working through 3D concepts in a fashion that's understandable.)

Chapter 4 (Artificial Intelligence) goes from page 233-276, however the practical knowledge stops on page 255. After that, motivation for AI characters, Neural Networks and Genetic Algorithms are all touched on, though not in practical terms (and other than neural nets, no code). The first 8 pages of the chapter talk about how NOT to do AI, so in the end you end up with a 14 page discussion of path-finding through a set of rooms.

Pages 277-321 cover UDP Networking (Winsock), which I found odd since the title would imply DirectPlay (and lobbies). The author doesn't compare/contrast DirectPlay vs Winsock. Flipping through each page, I don't see anything that explains how best to implement a multiplayer game (like managing interaction for a 16-person action game), only the functions to do it.

Chapter 6 takes you to page 405 and covers the basics of Direct3D - getting your app up and running. Nothing new here, mostly a list of the functions and parameters (which is fine). If you're buying a book *just* to get into Direc3D Immediate Mode, I'd recommend Microsoft's Inside Direc3D which spends much more time and whose initialization code alone is worth the price of admission.

It's not until page 407 that you get into the meat of the book: advanced 3D programming (not using Direct3D) which covers forward/inverse kinematics, bezier curves, progressive meshes and radiosity. Bezier curves appear to be covered well, but progressive meshes are just talked about. The rest really don't play a part in game programming.

Chapter 8 (up to page 566) is called "Advanced Direct3D" though it really covers Direct3D beyond the initial setup and rendering and deals mainly with textures - filtering, MIP maps, multi-texturing, etc. (Again, this info is all in Inside Direct3D.)

The last 32 pages (Chapter 9) covers scene management (how to not render what you can't possibly see).

That's the book in a nutshell. The author says up front he's not a professional game programmer and is still in college (which is fine and not meant to knock him at all) and it's apparent in the disjointed and sketchy presentation. In the end, I would recommend buying "foundation books" (like those I mentioned) and if you still have a yen for more knowledge, this book may offer a few new nuggets.

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Write better reviews
I am very tired of people writing revies based on expectations. For example: someone THINKS a book will contain something and then when they read it it turns out the book doesn't... Lesen Sie weiter...
Veröffentlicht am 30. Juli 2000 von Gustav
From CT
This Book is great. As a 14 yr old game developer, this helped alot.
Veröffentlicht am 29. Juli 2000 von Luann Jurman
Don't write based on expectations
Sorry for writing a revies for this but there is no other way.

I'm so tired of people writing reviews based on their expectations of the book. Lesen Sie weiter...

Veröffentlicht am 29. Juli 2000 von Gustav
Collection of tidbits, that's all.
I wanted a primer on Direct3D immediate mode, but this wasn't it. He has a bunch of unrelated examples illustrating concepts he's learned, but nothing pulls it together. Lesen Sie weiter...
Am 27. Juli 2000 veröffentlicht
A satisfied customer...
I was looking forward to this book, as I thought Adrian's previous work was quite good and his willingness to share knowledge commendable. Lesen Sie weiter...
Veröffentlicht am 27. Juli 2000 von John Mabbott
Very worth the money
This book is very easy to read. If concepts such as networking, BSPTrees, and AI are alittle fuzzy, this book should make it very clear. Lesen Sie weiter...
Am 25. Juli 2000 veröffentlicht
Very worth the money
This book is very easy to read. If concepts such as networking, BSPTrees, and AI are alittle fuzzy, this book should make it very clear. Lesen Sie weiter...
Am 25. Juli 2000 veröffentlicht
EXCELLANT-HIGHLY RECOMMENDED!
This book in my opinion is the best Direct3D programming book on the market. It starts off making a very nice win32 framework. Lesen Sie weiter...
Veröffentlicht am 24. Juli 2000 von "_kcronus__"
Waiting for reviews ;-) !
This books seems to be quite interesting and complete, covering many subjects related to advanced game programming such as : artificial intelligent, networking and 3D (of course... Lesen Sie weiter...
Veröffentlicht am 15. Juli 2000 von Gorka
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