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Real-Time Interactive 3D Games, w. CD-ROM [Englisch] [Taschenbuch]

Allen Partridge


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Director 8.5 has fully embraced the 3-D online world, and Real-Time Interactive 3-D Games describes in detail how to build an immersive and exciting world using this rich and powerful tool. More than just an examples-according-to-feature book, we are taken on the journey of building a handful of finished products, from ideas scribbled on napkins through building and testing to marketing and selling a finished game.

This is a large book, with ample technical examples and code snippets to compliment the discussion at hand. (Don't worry; it's all on the CD.) The author presents both a broad view--there are chapters devoted to properly designing the flow of the game and the design of the character and their traits--as well as specific Director techniques. Screenshots accompany the majority of examples when appropriate, and code snippets are clearly formatted in a different font and are well commented.

Structured around three main parts, Partridge first explores the "The Dramatic Structure of Games". This is less about the "how" of building an interactive 3-D game than the "why" one is built the way it is. This first part is worth the price of the book alone. There is insight here that goes far beyond the usual technical how-to guide.

Another section worth noting are the chapters on 3-D character creation using 3DS Max or Maya. Building, texturing and animating low-resolution polygon characters is an art in itself, but successfully importing that data into Director and using the models would be nearly impossible without the vital insight given in this book.

3-D rendering on the fly? An environment for authoring first-person-shooter games? Low-polygon models with textures rendered dynamically? This is not your father's Macromedia Director. --Mike Caputo

Amazon.com

Director 8.5 has fully embraced the 3-D online world and Real-Time Interactive 3D Games describes in detail how to build an immersive and exciting world using this rich and powerful tool. More than just an examples-according-to-feature book, it takes us on the journey of building a handful of finished products, from ideas scribbled on napkins through building and testing to marketing and selling a finished game.

This is a large book, with ample technical examples and code snippets to complement the discussion at hand. (Don't worry, it's all on the CD-ROM.) The author presents both a broad view--there are chapters devoted to properly designing the flow of the game and the design of the characters and their traits--as well as specific Director techniques. Screen shots accompany the majority of examples when appropriate, and code snippets are clearly formatted in a different font and are well commented on.

Structured around three main parts, Partridge's book first explores the "dramatic structure of games." This is less about how an interactive 3-D game is built than why one is built the way it is; this first part is worth the price of the book alone. There is insight here that goes far beyond the usual technical how-to guide.

Another section worth noting includes the chapters on 3-D character creation using 3ds max or Maya. Building, texturing, and animating low-resolution polygon characters is an art in itself, but successfully importing that data into Director and using the models would be nearly impossible without the vital insight given in this book.

3-D rendering on the fly? An environment for authoring first-person-shooter games? Low-polygon models with textures rendered dynamically? This is not your father's Macromedia Director. --Mike Caputo


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22 von 22 Kunden fanden die folgende Rezension hilfreich
An excellent insight into game conception and design 15. Februar 2002
Von Danny Kodicek - Veröffentlicht auf Amazon.com
Format:Taschenbuch
This is a book of two halves - game programming and game design. At the heart of it is the new Director 3D programming engine, which is a major new addition to the capabilities of the software. Allen Partridge's book is aimed principally at those who are familiar with Director and comfortable with lingo, but may be new to 3D as a whole. The first half of the book goes through the capabilities of the 3d engine in detail, including shaders, lights, textures, physics and vector maths, as well as some insights into using 3D modelling software to its best advantage. The second half looks at the process of creating an actual game, and one of its most valuable features is that the accompanying CD includes the game at many stages of the design process.
If you're looking purely for 'how to program in 3d', you may find that half the book is not what you're looking for: much of it is given over to game storyboarding, character design, marketing etc. But if you're looking for an all-round approach to game design, then this is a great introduction and inspiration.
3 von 4 Kunden fanden die folgende Rezension hilfreich
So So 24. April 2005
Von O. Hinostroza - Veröffentlicht auf Amazon.com
Format:Taschenbuch
Okay if you want to learn 3d the fast way in director then this isn't the book for you. The book does in some ways go into detail but then again he also side tracks so this book is not for the new comers. Your suppose to know a few things in director already and also in the lingo area. The whole thing in this book is the lingo part. Its code heavy so you as the reader is suppose to have some sort of back ground in director in order to understand it. Over all its an okay book but not the best.
Never really got into it 15. April 2010
Von bukaroobonzai - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Von Amazon bestätigter Kauf
I am a technical manual geek... I have ten times more tech manuals than any other type of book.

This one, I never really got into. I know programming, but this seemed a bit out of line for what I was looking for.

Though you might find it helpful, I didn't. (Still a good fundamentals book though)

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