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Tricks of the Windows Game Programming Gurus, w. CD-ROM (Englisch) Taschenbuch – Oktober 1999


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Produktinformation

  • Taschenbuch: 1000 Seiten
  • Verlag: Sams; Auflage: Bk&CD Rom (Oktober 1999)
  • Sprache: Englisch
  • ISBN-10: 0672313618
  • ISBN-13: 978-0672313615
  • Größe und/oder Gewicht: 5,1 x 18,4 x 22,9 cm
  • Durchschnittliche Kundenbewertung: 4.1 von 5 Sternen  Alle Rezensionen anzeigen (116 Kundenrezensionen)
  • Amazon Bestseller-Rang: Nr. 487.079 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)

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Produktbeschreibungen

Amazon.de

New from bestselling video game guru, André LaMothe, Tricks of the Windows Game Programming Gurus provides an incredibly rich tour of today's video game programming techniques for the Microsoft DirectX gaming platform. Filled with entertaining and challenging code examples in C, this book sets a high standard as a tutorial for getting started with game programming and will certainly earn a place on the bookshelf of any working (or aspiring) game developer.

The incredibly rich detail within this book on virtually all facets of game development on the DirectX platform is what sets it apart from other titles. The author, a truly legendary game programmer, conveys his expert knowledge with a sense of authority and flair in a massive format (nearly 1,000 pages). After a tour of basic Windows C programming, this book centers on Microsoft DirectX for game development. Though most of the printed book centers on DirectDraw (for 2D APIs), these APIs are used to render 3D worlds. (A wide variety of articles on Direct3D are included on the accompanying CD-ROM.) The author also shows how to get the most out of other Microsoft APIs for high-performance gaming, including sound (DirectSound and DirectMusic) and input (with DirectInput).

Rarely does the ordinary programmer get a glimpse into the high-powered world of video game development. That's what's offered here with plenty of techniques and tips for creating leading-edge game effects (such as simulating the laws of physics in your games, like gravity, or creating smarter characters with artificial intelligence). Whether you are an aspiring game developer or an interested game enthusiast with a programming background who wants a peek under the hood, Tricks of the Windows Game Programming Gurus shows you how it's done in an exciting, technically rich, and authoritatively told tutorial on how to use DirectX for creating realistic video games. --Richard Dragan

Topics covered: Game basics, history of video games, 3D modelers and graphics tools, Windows C programming primer, graphics, COM, DirectX and DirectDraw fundamentals, DirectDraw surfaces, double buffering, working with bitmaps, color-keying, vector rasterization, 2D transformations and clipping, input and DirectInput, sound effects with DirectSound and DirectMusic, binary search trees (BSTs) for 3D worlds, multithreading, artificial intelligence for games, physics modeling, gravity, bouncing effects and particle systems, and Direct3D and 3D programming (on CD-ROM).

Synopsis

Tricks of the 3D Game Programming Gurus takes game programmers to the next level of programming, teaching them the latest techniques and tools: DirectX, 3D acceleration, Artificial Intelligence and explains, in detail, 3D algorithms including texture mapping and lighting.

Kundenrezensionen

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3 von 3 Kunden fanden die folgende Rezension hilfreich Von Ein Kunde am 19. Januar 2001
Format: Taschenbuch
Ich habe mir dieses Buch zusammen mit Andre LaMoth's Buch "Windows Game Programming For Dummies" gekauft und bin absolut zufrieden mit dem Inhalt dieses Buches. Andre fängt praktisch bei null an und führt den Leser zielgerichtet auf die Spiele-Programmierung mit DirectX zu. Nachdem DirectX im wesentlichen vorgestellt ist, geht es erst richtig los: angefangen bei Vektor- und 2D-Grafik, über Kollisionsabfragen, bishin zu künstlicher Intelligenz (und vieles, vieles mehr!!) wird alles abgedeckt - eben alles, was man für sein eigenes erstes Spiel brauchen könnte. Die Programmbeispiele funktionieren ALLE (außer natürlich, wenn man nicht mit dem Compiler umgehen kann). Seine unterhaltsame und doch sehr informative und packende Schreibweise animierten mich, auch in den letzten freien Minuten, die ich hatte, mir das Buch vorzunehemen. Englischkenntnisse sollte man natürlich mitbringen, genauso wie natürlich C-Kenntnisse (C++ wird bei Auftreten von Andre erklärt). Insgesamt gesehen ein sehr lohnendes Buch (auch für den Preis) - macht Appetit auf Band 2.
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2 von 2 Kunden fanden die folgende Rezension hilfreich Von James Walley am 9. November 1999
Format: Taschenbuch
Andre Lamothe is one of the best game programming writers in terms of explaining complex matters clearly. So, this book looked like the Holy Grail of modern game programming. Well, not quite...
1) Until you get into the text itself, you don't find out that this is only volume one of a two-volume set. It is not mentioned anywhere on the book's cover, nor in any of the promotional material. If you're most interested in the 3D part (and who wouldn't be, since non-3D games are a dying breed, and good books on Direct3D Immediate Mode are practically nonexistent?), you'll have to wait until Lamothe finishes volume two. Since THIS volume shipped quite late, God only knows when you'll see THAT one. (There are some tutorials on 3D on the CD-ROM, but they're not written by Lamothe, which means that they don't have his trademark knack for explaining difficult concepts.)
2) Volume 1 is actually an extended re-write of his earlier "Windows Game Programming for Dummies." If you've read that book, you'll find that the vast majority of the topics (and the order they are presented in, such as: first general Windows programming, then GDI, then a game console framework, then COM, and finally DirectX itself) and even the "engine" source code comes directly from the "...Dummies" volume. Granted, "Tricks..." does go into a lot more detail and covers some newer features of DirectX (force-feedback, DirectMusic) that the earlier book didn't touch. Also, if you have any professional aspirations, it's a lot less embarrassing to say you picked up a technique from a book titled "Tricks of the Windows Game Programming Gurus" instead of "Windows Game Programming for Dummies!
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1 von 1 Kunden fanden die folgende Rezension hilfreich Von Robert Smith am 22. Juli 2000
Format: Taschenbuch
OK. So this review might be a little late and from the looks of the other reviews, it isn't even necessary. But I hope I can give you a little more detail than the average bear. So hear is my 2 cents, in a million words or less.
Well Andre LaMothe has done it again! I loved this book! Andre takes you step by step through DirectX, specifically, DirectDraw, DirectInput (with force feedback!) DirectSound and DirectMusic. As everyone has already noticed, the 3d work was delegated to the online books and articles. Adrian Perez's new book is on its way to my house, but I can't wait for Andre's Vol II! And true to Andre's form, he takes you through the current topic with understandable explanations, lot's of code and plenty of figures! Each chapter has several working demos with source code.
Andre graciously takes the bits and pieces from the demos and puts them in a library providing you with a "2D 8-bit/256 color back buffered DirectX engine that has support for any resolution, along with clipping to the primary display surface" (that's a quote). He also provides the 16 bit version of this library on the CD.
I'm going to try and give you a good idea of what is in the book (beyond regurgitating the table of contents). So if you don't want to read this, just buy the book! You won't regret it.
The book is for new comers to DirectX. But, even if you are a DirectX guru, you may still want to get this book for its chapters on AI and Basic Physics Modeling.
The book is divided into 4 parts.
Part 1 is "Windows Programming Foundations" which I really enjoyed because I don't program in Windows (I'm a Unix weenie). If you already know how to program in Windows, you can skip part 1. But I suggest you check out the end of chapter 4.
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1 von 1 Kunden fanden die folgende Rezension hilfreich Von spejic am 12. Januar 2000
Format: Taschenbuch
Too many people are upset that this book does not hand hold them from no programming experience to making top quality games - please! Game programming is one of the hardest kinds of programming there is, and no one can jump from "Hello World" to Quake in the time it takes to read a book. That is like taking a high school class in physics and expecting to learn enough to debate Kip Thorne on the latest theories.
There is also criticism that the title is misleading. I agree it is, but that is probably not the fault of the writer. Computer book authors usually have little input on cover design or the writing on it. They may get lucky enough to see it before the book is printed. NEVER buy a computer book based on what the cover says. Look at the inside. That nice big book on Direct3D could just be 80% "Appendix A - List of All Functions".
But there are lots of small mistakes in the book - simply knowing there are will save a lot of trouble. The math derivations are particularly troublesome - there are a number of times that negative signs or reciprocals were not shown. McMillian should have sprung for a better tech editor (fat chance for that).
This is currently the best book on Windows Game Programming in existence, and I would not expect better ones anytime soon. Writing computer books of this quality is hard work and the money the writers get is not worth it for most qualified programmers. We are just lucky that LaMothe lives like he is constantly on speed (if you met him you know what I am talking about). To get anything out of this book you need to know C(C++), some basic ideas about graphics, algebra. And not to be afraid of coding on your own.
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