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Beginning OpenGL Game Programming (Englisch) Taschenbuch – 11. April 2009

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Note from the Publisher: Corrected project files and image files from the book's accompanying CD-ROM can be found under "Downloads" on the Course Technology PTR website here: http: //www.courseptr.com/ptr_downloads.cfm. You can search for the downloads using the book's title, ISBN, or author.We apologize for any inconvenience these errors may have caused.

Synopsis

"Beginning OpenGL, Second Edition" provides an easy-to-understand introduction to OpenGL, introducing all the basic elements of OpenGL used in game development as they apply to games. Covering OpenGL 3.0, the new and more efficient API that provides Direct3D 10 level graphics and is platform independent. Perfect for programmers who are new to game development or new to OpenGL, new skills and concepts are taught using step-by-step instructions with end-of-chapter exercises for testing and reinforcement.

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Format: Taschenbuch
Das Buch gibt einen schönen Überblick über OpenGL. Es ist meines Erachtens nach das einzige
Buch, das schon von Anfang an auf den neuen OpenGL Funktionen aufbaut, sehr früh Shader behandelt
und so Sachen wie die deprecated fixed function pipeline nur kurz beschreibt, aber nicht weiter
darauf eingeht.

Doch sehr gestört haben mich beim Lesen die Unmengen an Fehlern, sowohl von der sprachlichen Seite
her als auch von der inhaltlichen. Zum Beispiel sind bei der Erklärung des 3D Koordinatensystems die
Beschriftungen der Achsen komplett falsch oder bei den Lightning-Shaders ist der Code falsch.
Ein paar kleine Fehler könnte man ja verkraften, das Buch ist jedoch voll damit, leider.

Zuletzt überspringt er sehr viel in dem Buch, anstatt näher darauf einzugehen. Er beschreibt meistens
die einfachen Techniken ausführlich, die komplexen jedoch sehr knapp bzw. verweist nur auf den
Beispielcode auf der CD.

Insgesamt finde ich den Aufbau des Buches gut, jedoch hat es zu viele Fehler und seine sprachliche
Beschreibung ist oft zu kurz oder ungenau. Außerdem hat mir ein Kapitel gefehlt, das Einsteigern in
die Spiele Programmierung einen Überblick gibt, wie die Struktur bei einer 3D Engine aussieht oder
aussehen sollte. Zwar ist auf der CD ein sehr klein gehaltenes Spiel mitgeliefert, das ist im Buch
jedoch leider nur auf ein paar wenigen Seiten erläutert.

Toller Aufbau, jedoch schlampig umgesetzt. Die Ergänzung "More on Game Programming" werde ich mir
wahrscheinlich nicht kaufen, stattdessen empfehle ich mehr die 3. Ausgabe von "OpenGL Shading Language".
2 Kommentare 5 Personen fanden diese Informationen hilfreich. War diese Rezension für Sie hilfreich? Ja Nein Feedback senden...
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Format: Taschenbuch
Das Buch beschreibt auf einfache Art und Weise die Verwendung von OpenGL für die Grafikprogrammierung. Es wird der Unterschied zwischen OpenGL 3.0 und älteren Versionen gezeigt. Der Sprachstil des Buches kann als locker beschrieben werden. Das Buch gibt jedoch nur eine Einführung in OpenGL. Wer in die Tiefe gehen will kommt um das RedBook bzw. OrangeBook nicht drumrum. Dieses Buch bietet dennoch einen hervorragenden Einstieg.
Kommentar 2 Personen fanden diese Informationen hilfreich. War diese Rezension für Sie hilfreich? Ja Nein Feedback senden...
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Die hilfreichsten Kundenrezensionen auf Amazon.com (beta)

Amazon.com: 3.1 von 5 Sternen 9 Rezensionen
58 von 63 Kunden fanden die folgende Rezension hilfreich
1.0 von 5 Sternen I expect more from the co-founders of NeHe and GameDev 14. Juni 2009
Von David N - Veröffentlicht auf Amazon.com
Format: Taschenbuch
I was extremely excited about this book. I was around when NeHe first started up but was working exculsively on DirectX. That website was such a resource it was amazing. I bought their book wihtout question and started working with it and reading it.
First problem was the source on the CD. The project settings are messed up so you have to rebuild the projects. Not a huge deal but kind of annoying. This stuff happens. A quicker fix is to go to: [...] and search for the book - downloads. Then you're good.

The Positive:
They go into all the stuff you need to know about general openGL and they cover what's being removed and added in the new openGL model. This is very helpful and guides you on what you should use in your applicaitons so you have an easy transition to gl 3.1. They also cover things like text, and GLSL.

The Negative:
I am amazed that they call this a "Game Development" book. It's a shorter GL reference book and thats it. They show some terrain generation and that's about as far into *game* development you get. If you need a very complete GL reference you're probably better off witht he openGL "Redbook". If you know some GL and just want a simple reference then this is better since it's shorter.

The VERY Negative:
After reading this book for awhile I was blown away and pretty mad I even bought it. The guys from NeHe have always been good and writing solid tutorials and complete examples. The book simply says, "Here are the functions you need to call, here is how you use them, go look at the source code." And when they do show pieces of examples they are using varaibles that are not declared ahead of time so you have no idea what they are, they call functions and other pieces of code that are not explained and bottom line, there isn't ONE complete example in this book.

How in the world did the guys from NeHe go down this path? This is an awful book unless you just want the bare minimum functions listed to you. If you want working examples you can build up you must go to the CD. I travel a lot and use the flights and driving/riding time to read and keep up in the graphcis world. This book is practically useless in that context. I say go online, read tutorials and find examples to teach you whats new in gl 3.0 OR if you are interested in game development, find a GL book that teaches this.
7 von 7 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen a basic reference book for entering the openGL world 23. Dezember 2009
Von Yorik van Havre - Veröffentlicht auf Amazon.com
Format: Taschenbuch Verifizierter Kauf
I bought this book because I'm getting more and more involved with computer graphics programming and I was interested in digging in something lower-level like OpenGL. I am no professional programmer, just hobbyist, I know python fairly well now and am just beginning to put my fingers into C++.

So, what I wanted was basically understand how OpenGL works, be able to follow with my limited C++ knowledge and also get a couple of yummy and well organized pieces of code to explore. This book fullfilled those 3 topics perfectly.

Some of the critics the others reviewers made may be true, for ex. that the example code doesn't correspond exactly to the examples in the book, but I didn't find that a bad thing, I saw the code more like "real-life" examples to explore, practice & tweak after you learned some theory in the book.

My very small knowledge of the C++ language didn't give me too much problem, the book focuses on explaining how you do things the opengl way and not on building working programs. For example it says things like "In OpenGL, this is how you must build a triangle: you first build an array with the vertices coordinates, then pass it that way". I had a bit of difficulty understanding a couple of specific programming topics at the beginning of the book, but the author himself doesn't extend much on those parts.

So I think you must not consider this book as a practical manual for building games, but rather a theory book about openGL, but a theory book made with a quite practical approach. It doesn't talk much about 3D geometry itself, but focuses on making you understand "the OpenGL way", with small tricks, examples, and the well-known experience of the NeHe people. If you already know a bit of spatial geometry (how 3D coordinates work, how vectors work, etc), it will help you greatly.

After reading the book my idea about OpenGL is that it is really, a bare, salty and undigest piece to eat. Everything must be done a certain way, not another and it is sometimes very counter-instinctive. But I also realized that OpenGL is the true foundation behind almost any other higher-level application, library, method, game or anything else realted to 3D that I have encountered. Things I encountered in some games, in Coin3D or in Blender suddenly make sense. I knew how you apply a texture on an object with your favorite 3D app already, but I know now how it works internally, and I have a good idea on how I could write a shader myself to overwrite the standard way...

So I enjoyed much this book, and probably will come back to it often as time passes.
5.0 von 5 Sternen An Amazing Book 18. Oktober 2010
Von Inácio Ferrarini - Veröffentlicht auf Amazon.com
Format: Taschenbuch Verifizierter Kauf
As an former 2D programmer hobbist, I found a hard time moving to a 3D space. I tried other OpenGL books, but, this book was the first book that was able to kept me interested (and motivated in learning) to the end. The source code is well written in C++, well documented and it is easy to follow (even when the code is non-trivial, like heightmaps, lights and normals, etc) providing basic and usefull classes. The complete source code, textures, shaders are contained in a CD wich comes along with the book.
My personal objective was to learn how computer graphics work, in order to be able to understand more complex 3D APIs and tools, and it was fullfilled by this book.
This book also shows how to create code that runs the same way in different machines (time-based rendering, instead of frame-based rendering).

Note: On Visual C++ Express 2010, when I opened/converted the solutions from the CD, I had to remove the other two referenced projects (I think they were created by CMake) and adjust the path for the source files (they referenced an absolute path, different than my project's path). Besides that, everything worked as a charm, even better than expected.

The source code works perfectly for both Windows and Linux (I still don't have a Mac nearby for testing).
3 von 5 Kunden fanden die folgende Rezension hilfreich
3.0 von 5 Sternen OK, but not that great 13. Dezember 2009
Von W. Riddle - Veröffentlicht auf Amazon.com
Format: Taschenbuch
I bought this book to help towards my understanding of OpenGL for college. And in my experience, this book is ok, but not that great.

Pros:
- The book explains most of what you need to know about about OpenGL functions, data types, etc.
- It's one of the few books out there that actually has you build something like a game at the end of the book.

Cons:
- Code on the CD is different from what's in the book. A lot of the different code is explained through very vague, 1 sentence comments. Stuff that's not even mentioned in the book.
- This is another "teach you about this subject" books, instead of the preferred "follow along and learn" books. What I mean by this is they will tell you how to make changes, but not where to put the code and in what file. It's up to you to either guess, or go through the different source code to try and figure it out.

Overall, I'd give it a 3/5. It explains OpenGL well, but don't count on the source code to help you. It will just confuse you more.
5.0 von 5 Sternen Very helpfull 7. Januar 2011
Von GL Programmer - Veröffentlicht auf Amazon.com
Format: Taschenbuch
I am taking a openGL class right now and have found this book a very good supplement to my teachers lectures.
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