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Programming 2D Games (Englisch) Gebundene Ausgabe – 18. Juli 2012


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Produktinformation

  • Gebundene Ausgabe: 438 Seiten
  • Verlag: Routledge Chapman & Hall; Auflage: New. (18. Juli 2012)
  • Sprache: Englisch
  • ISBN-10: 146650868X
  • ISBN-13: 978-1466508682
  • Größe und/oder Gewicht: 23,6 x 19 x 2,5 cm
  • Durchschnittliche Kundenbewertung: 3.0 von 5 Sternen  Alle Rezensionen anzeigen (1 Kundenrezension)
  • Amazon Bestseller-Rang: Nr. 61.890 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
  • Komplettes Inhaltsverzeichnis ansehen

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Über den Autor und weitere Mitwirkende

Charles Kelly is an associate professor at Monroe County Community College, where he teaches game programming and other computer science courses. He is also the project lead of and major contributor to the open source assembler/simulator "EASy68K." He earned a master's degree in computer science from the University of Michigan-Dearborn, where he is also an adjunct instructor.

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3 von 3 Kunden fanden die folgende Rezension hilfreich Von Frotty am 28. September 2012
Format: Gebundene Ausgabe Verifizierter Kauf
Dieses, für 50 Euro eher kleine Buch, richtet sich stark an fast totale Anfänger im Bereich der Spieleprogrammierung,
nur C++ Vorwissen wäre gut.
Dies ist nicht unbedingt schlecht, das Buch dient so aber nicht wirklich als "Nachschlagewerk" oder Wissensbuch, sondern weitestgehend als Schritt-für-Schritt Anleitung des im Buch beschriebenen Spiels.
Die meisten Themen werden, auf Grund der Kürze, nur oberflächlich behandelt, zB wird Kollision zwar angesprochen, aber keine Kollisionslösung.
Außerdem ist der erste Teil des Buches ziemlich zielgerichtet auf das im Buch behandelte Spiel:
Ein kleiner Spaceshooter "Spacewar" im Asteroids-Style.
Dieser ist leider technisch sowie grafisch sehr anspruchslos.
Ich habe das Buch noch nicht komplett gelesen, aber das was als "special graphic effects" betitelt wird, sind eigentlich nur ein par kleine Tricks wie parallax scrolling und shadows per shadowmap.
Shader werden im ganzen Buch nicht benutzt, so weit ich weiß, Shader-Pointlights und dynamische Schatten werden nicht behandelt.
Ebenso einfache Partikeleffekte oder Blendmodes, die dem Spiel einen etwas grafischen Reiz geben würde, fehlen.
Ein ganz guter Abschnitt behandelt Speichern und Laden von Informationen, das letzte drittel des Buches beschäftigt sich jedoch nur mit 2.5D Spielen per isometrischer Sicht - und springt dann wieder zurück auf die Vollendigung des "SpaceWars"
Für etwas geübte Programmierer sind hier einfach zu viele Abschnitte überspringbar, der Lerninhalt oft gering.
Außerdem verstehe ich nicht, wie das Buch absolut up-to-date sein soll, aber nur pures C++ benutzt wird.
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Amazon.com: 17 Rezensionen
18 von 19 Kunden fanden die folgende Rezension hilfreich
Finally, I'm making games! 16. August 2012
Von Casey Knolla - Veröffentlicht auf Amazon.com
Format: Kindle Edition Verifizierter Kauf
After many years of lame text games and attempts at making graphical games, I finally "get it". The graphical gap is a very wide one to cross, and even with strong programming/logic skill, there's no way to cross it without a proper introduction to the graphics engine (in this case, DirectX). Charles Kelly provides the tools and the explanations you need to use them. I can't claim to know a lot of the underworkings of DirectX, but I don't want or need to either. I only need to understand it well enough to use it. The pace of the book is perfect, and it covers all the essentials for a 2d game, regardless of genre. When I first found out about the book, I looked through the chapter list and immediately knew this was what I had been trying to find. All the tools, taught by example. I couldn't be happier. I've made more progress in 2 weeks than I did over a whole summer struggling with pygame.
I have also gotten thorough answers to problems I've run into directly from the author on the book's forum. He clearly has a passion for the hobby and is great at conveying his knowledge.
10 von 10 Kunden fanden die folgende Rezension hilfreich
An excellent introduction to DirectX 9. August 2012
Von Jack of All Trades - Veröffentlicht auf Amazon.com
Format: Kindle Edition
I am a former student of Charles Kelly and took his course on game programming as he was finishing this text. The text is built around a fully functioning game engine example that can allow for the creation of very creative 2D games. Every student in the Winter 12 course did very different and creative things with it. The concepts are explained thoroughly and are easy to grasp. The only problem I had was the abstraction of code away from the core directX language was not always clear and code bits needed more comments, but you can follow the breadcrumbs back through the code examples to see the differences.(these may have been early version problems too) If you understand object oriented C++, you can and will be able to make 2D games with this textbook.
7 von 7 Kunden fanden die folgende Rezension hilfreich
Great book for beginning game programmers 11. Januar 2013
Von Bear - Veröffentlicht auf Amazon.com
Format: Gebundene Ausgabe Verifizierter Kauf
Before you buy: make sure to at least be acquainted with C++. The author does a tiny little crash course (3 pages) about C++, but if you don't know how to create/define a class, or if you're not sure what a virtual function does, you will have to learn. Search Google for "c++ books stackoverflow", check out the first result, and you'll see a whole list of books for learning c++ . If you don't know at least the basics, then you'll have a tough time understanding what is going on. Don't try to cheat! Build a strong foundation first. No prior DirectX experience is needed, as the author explains the API calls that he uses, and the code is well documented.

General thoughts: I really like this book. Charles Kelly has done a very good job creating an easy to follow guide about creating a game engine using C++ and the DirectX API. It walks you through the initial setup all the way through to a fully functional game of 'Spacewar', complete with networking.

This was my first book on actual game programming. I've read some of the higher-level books about building a game engine (like Jason Gregory's 'Game Engine Architecture'), but I was clueless on how to start building one from scratch. 'Programming 2D Games' was a great guide. Almost all the author's rationale is detailed. The code is very well commented, and it is (mostly) good C++ code. At the end of every chapter, there is a 'summary' section, and some exercises. I found the summaries very helpful, and the exercises were ok. The answers were easy to find, and the 'coding' exercises did a good job reinforcing what was learned. I also learned quite a bit about DirectX, and it was very easy to follow.

There are some issues I had with the code (such as the author's use of macros instead of inline template functions), but they were minor. Another issue I had with the book is that, if you are following along with the book, the author updates other parts of the engine in each chapter, making it hard to keep your own code updated. Major code updates are in the book, but if the author had to reproduce each source file for every chapter, the book would be twice as long. Try to follow along, but if you're engine is not doing what it's supposed to, check out the author's source code from the book's website. Every chapter has multiple 'snapshots' of the engine as it is being built, so it will help you understand what needs updating.

Keep in mind, this book is an introduction to creating game engines. It doesn't teach you how to build a commercial AI engine, or how to make your engine multithreaded, or what game states are. These are 'advanced' topics, and for some of these, whole books are dedicated to detailing their intricacies (rendering, graphics, physics, collisions etc). This book is not a treatise on any one specific game subsystem. The author does gloss over some of the theory behind the graphics and collision, but you won't find anything exhaustive. You will, however, obtain a better knowledge of how to craft a game engine, and how the parts interact, which was a huge eye-opener for me. After you build a sound base, then pick up some books about physics, rendering, and ai. Then you will understand everything more fully. Build on your engine, and give it new features. You'll learn a lot just by giving it a shot. Try integrating the Box2d physics engine into your game engine, or give it some 3d rendering capability for special effects.

After this book, I would start reading 'Advanced 2D Game Development' by Jonathan Harbour. It gives you a somewhat different perspective on building a 2d game engine, with some more advanced features (like incorporating 3d rendering and multithreading). I've just started reading Harbour's book, so I won't be able to comment on it further, but it looks to be promising. I've read about 50 pages and have already gotten some 'ooooh' moments that reinforced what I learned in this book.

Another note: The author doesn't go into the gritty details of the linear algebra behind the scenes, but he explains it so you can have some idea of what is going on. If you were to build on the renderer in this game, I'd suggest picking up a book about linear algebra (perhaps '3D Math Primer for Graphics and Game Development' by Fletcher and Dunn). After you understand the concepts, the theory will be clearer. Then you can tie it together with DirectX with one of Frank D. Luna's books ('Programming 2D Games' uses DirectX 9, fyi). This way, you will have a more complete understanding of how rendering in DirectX happens.

Overall, I'd give this book 4.5 stars, with half a star off due to the small issues I had. The structure of the book is very good, and it helped me get a better low-level understanding of the workings of a game engine. I've nearly finished the book , but I've already started to implement some of my own additions to the engine. This was my first actual intro to 2d game programming, and I really feel like it was worth the money. Soon, I'll be off building a 3d engine and applying what I've learned in this book to a completely custom engine.
11 von 13 Kunden fanden die folgende Rezension hilfreich
DirectX 9 2D Games --Fantastic Job! 22. Februar 2013
Von Anonymous787 - Veröffentlicht auf Amazon.com
Format: Gebundene Ausgabe
4.5 Rating

A well-deserved & probably one of the best 2D Game Programming Books out there today that includes a finale section on Multi-Player Online Networking! Superb! You're in for some exciting & challenging learning.

First, for the Book Errata & all its code Projects please see [...] This site is the best reference. I downloaded all the projects & studied a lot of the code. It's all well-documented. I ran nearly all of programs & they work fine.

Moreover, here are some other Errata TYPOS I found: I corrected it here. I also posted this in the Forum of Charles' website.

pg89. 2nd paragraph: keysPressed
166 under Listing 6.19 at end of paragraph: An entity's position....
188 right above Listing 7.3: xactParams.lookAheadTime =XACT_ENGINE_LOOKAHEAD_DEFAULT
214 Graphics::loadTextureSystemMem: 1 of the parameters should say UINT &width
281 under Listing 9.30: Any function from the MessageDialog class......
282 under 9.7 Section: IDirect3DDevice9::SetDialogBoxMode
302 in next to last bullet mark: Entering the word "next" displays a second dialog.
413 under Chapter Review: UDP/IP

I read this book twice. It's fascinating & enjoyable. I will gladly recommend this book which focuses on 2D Games to any interested gamer. Gaming is easier said & played than done. Charles definitely has a passion for this knowledge & does a excellent job conveying it. The journey Charles takes you is in stages, with each one building upon each other in a educational way to eventually forming a full functioning game for you. You will explore the game engine's thoughtful design that can be re-used on a variety of games you would like to make.
Pre-requisites: C++ which is Object-Oriented Programming Language, Vector Tutorial in case you need more help than what's in the book. Otherwise, anything else like Windows, Directx you'll be able to learn easily. You don't need to know COM but it will help you understand why Interface pointers, or calling Release , Delete Methods are needed for DirectX.
Throughout the book you'll encounter a lot of un-obvious code info. which can't be overlooked because it is important in DirectX & in the game. Take the time to at least know how the code works. To say a little about it, there's initializing the device, maintaining memory, textures, displaying graphics on the screen, checking monitor compatibility, etc. The book defines Graphics terms such as primitives, rendering, textures, mutex, quad, sprites with ease.

In a nut shell you will learn:

Windows Programming Fundamentals - minimum to use DirectX.
Directx Object, Devices - initializing, accessing , maintenance, memory management of them & other info.

Game Engine - fundamental elements

Frametime -the difference between the time of 2 frames. The calculation used is more accurate than compared to other methods because it factors other things Windows does in the game loop. Game items use Update function which has the parameter frametime to regulate the speed & animation which makes everything run in sync.

Graphics Pipeline , Primitives, Textures, Colors to use on Textures as Filters & Transparency, Sprites

Collisions: BOX, ROTATED BOX, CIRCLE, ROTATED BOX with CIRCLE Collisions

Physics: used with Collisions on Objects, Game Screen, apply gravity force to show acceleration, gravitational pull or reversal

KNOW Vectors: It has length & direction & when used in a period of time (speed) is a Velocity Vector. It can be placed anywhere like on a 0,0 coordinate system. It has a variety of uses in game like in Collision Detection & Reaction. Do Study the Vector Diagrams in the errata in the forum & not in the book because some are wrong.

Input - keyboard: 1. for typing info. for the game 2. to control object's movements

XBOX 360 controller: thorough details on how to program all the buttons including the motor vibrations. Watch out for the dead zones!

For both inputs, the Input Class has a list of functions for setting & getting values for these inputs, clearing keys, assigning certain character like ESC to Window's VIRTUAL KEYS, etc..

Audio - learn how to record, save files in a certain format that can be used with XACT. Use XACT in the game & modify certain sound settings without changing code. You don't need to design an audio engine.

TEXT - 3 Types: pre-rendered text -image file, SPRITE vs DirectX Text. There's a nice TextDemo Program that utilizes different features of these texts.

Console Programming- entering commands to change things in the game

Message Box - display info. to the user

InputDialogMessageBox- user can enter info. in a textbox

Scrolling - with object in center & Bitmap background image scrolls in opposite direction of the input you provide, Parallax scrolling

Reflection, Shadows - also can help object position itself onto a surface for dropping a bomb, landing, or other reasons

Parallel projections: (orthogonal, oblique, stagger, isometric) For a 2D Game you probably will mainly use Orthogonal Projection.

Layers - how to apply them in a 2D Game with the parallel projections, painter's algorithm

Making a Dashboard - items that display or control things (with mouse input) on the screen

Tiled Games - creating a Tile Set, Creating Levels, Displaying Tiles, Isometric Terrain, Elevation Layer. One program includes a mapfile text that is loaded into the map tile array which is efficient for modifying your tile maps on the fly.

Game Project Team Management-using a various form of evolutionary prototyping

Network Programming - This is well-rewarding not only because you have come this far, but now this section will teach you how to transform your game to a multi-player online game. WOW! Other books I have come across, unfortunately don't talk about this topic & probably only a few do. I always wanted to learn how to do this so I was happy this was included. The first program lets you exchanges messages between a client & server. The router at both ends would need to be configured for port-forwarding to work beyond the local network. With the current average internet bandwidth speed at home, you can easily have multiple computers each having 2 players connect online with a server & play the SpaceWar Network Game.

Cons:
The book should have stated at the beginning that it uses Directx9 especially since it was published in 2012. Also it should make it known more that you need to learn C++.

The book uses Visual Studio Ultimate & not the free Express Version I use. My only problem was viewing the Class Diagrams.

The book lacked diagrams like Function, Pseudo-code to explain the entire game engine & the game itself. This would have made it easier to study the several files (header, source) that the projects use & piece everything together.

On certain programs, the way the objects move in response to input didn't work well. The SpaceWar Program, for example, doesn't make it easy to avoid frequently crashing into the planet.

This makes a wonderful gift & should be your top-choice for reading about 2D Game Graphics Programming. ENJOY!!
5 von 5 Kunden fanden die folgende Rezension hilfreich
Would Definitely Recommend! 19. März 2013
Von Tyler - Veröffentlicht auf Amazon.com
Format: Gebundene Ausgabe Verifizierter Kauf
I have read many books on game programming, but this one definitely is the best and most well rounded. I had only worked with Java in the past, but after a couple C++ tutorials I was easily able to work through the chapters. The author does an excellent job at explaining the details that a lot of other books leave out. The examples are clearly laid out, and the code is neat and organized. Another great thing about this book is the forum that comes with it where you can ask questions regarding anything in the book. The book's author is very active on the forum, and is extremely helpful.
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