Customer Reviews


9 Reviews
5 star:
 (4)
4 star:
 (2)
3 star:
 (1)
2 star:    (0)
1 star:
 (2)
 
 
 
 
 
Average Customer Review
Share your thoughts with other customers
Create your own review
 
 
Only search this product's reviews

The most helpful favorable review
The most helpful critical review


10 of 11 people found the following review helpful:
5.0 out of 5 stars Great addition to basic game programming knowledge!
Great book if you've already read begining game programming 2nd edition. It goes into more advanced topics compared to the first book, and gives you some better structure to get your games developed quicker, with reusable code.

The book even includes a surprise bonus- a chapter on adding some 3d models and different types of rendering to your 2d games!! One...
Published on June 29, 2008 by C. Moeller

versus
4 of 7 people found the following review helpful:
3.0 out of 5 stars Misnamed manual
This book should have been named "Developing An Intermediate 2D Video Game Engine." There is precious little about game programming beyond the 2D engine, and any book that spends so much of it's sparse verbage on such basic things as how to set up one's compiler has no business calling itself "Advanced." I gave it 3 stars (2 1/2 is a closer rating, but I rounded up)...
Published 18 months ago by Dennis C. Wilkinson


Most Helpful First | Newest First

10 of 11 people found the following review helpful:
5.0 out of 5 stars Great addition to basic game programming knowledge!, June 29, 2008
This review is from: Advanced 2D Game Development (Paperback)
Great book if you've already read begining game programming 2nd edition. It goes into more advanced topics compared to the first book, and gives you some better structure to get your games developed quicker, with reusable code.

The book even includes a surprise bonus- a chapter on adding some 3d models and different types of rendering to your 2d games!! One great reason for this is that 2d is 3d in directX- looking straight down at the 2d plane. DirectDraw was taken out years ago, and many books don't explain this as well as this one.

The game takes you through developing a complete 2d engine with audio, input, animation and scripting! Using the engine you should have a much easier, and quicker time creating 2d games, since all the basic stuff is done in the engine.

I would definitely recommend this to someone trying to learn better techniques after learning the basics from the first book(or web). Since most people want to go 3d as well, he does include code to import 3d models, set up camera and lighting, so you could use this as a starting point to develop further in 3d, or just add some 3d effects into your 2d game.

Author doesn't spend much time horsing around with a lot of code, but explains the new stuff as it is added. He also has his own forum which is very helpful- And as is normal for a forum, research your questions first.

Great book to be able to re-use code and develop games quicker if you haven't built many/any engines before!

Since there is no Table of contents listed here, here it is:

1. Building a 2D game Engine

2. 3D rendering

3. 2d Rendering

4. Animation

5. Input

6. Audio

7. Entities

8. Fonts

9. Physics

10. Math

11. Threading

12. Scripting (using Lua)

13. Games
Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


3 of 3 people found the following review helpful:
4.0 out of 5 stars Good overview of more advanced engine design., January 5, 2010
By 
Amazon Verified Purchase(What's this?)
This review is from: Advanced 2D Game Development (Paperback)
I did not read the first book in the series and I mostly bought this book as a reference for the techniques he was using in engine design. That said, the book is a fantastic and fast overview of doing 2D rendering in DirectX. It expects you to know a lot ( just like any other 'Advanced' title would ) and moves quickly. I found a couple of chapters to be extremely useful: the chapters on Sprites, Threading, Audio, and Scripting. Although the book is very brief on these subjects ( especially threading ), it does give you a lot to go on. I would definitely suggest this to anyone looking to make a more advanced 2d engine, but if you're looking for a book on advanced 2d game techniques, this isn't the one- This book is based on engine design.
Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


4 of 5 people found the following review helpful:
5.0 out of 5 stars Best title on the subject to date, July 24, 2008
This review is from: Advanced 2D Game Development (Paperback)
This is a fabulous addition to the Beginning Game Programming, Second Edition by the same Author. The main reason why I purchased this new book was because of his fantastic teaching style and the speed at which I progressed. Most books are so dry that you need to dip them in water or literally smack yourself with them to stay interested. In the end, you are left with gaps in your knowledge and most of the time cant get out of your own way. Which leaves you more often than not back looking for another text.

After finishing the first book, I had the complete confidence to create a couple of 2D games on my own and a better picture of how to use the API . It was definitely money well spent the first time around. This second title ups the ante and is now the spring board for developing a complete and powerful 2D engine from scratch with the focus being engine design & architecture. By the end of the read your confidence and ability to create just about any 2D game of choice should easily be within your reach.

Being that this is an advanced title, I would suggest getting the Beginner companion to this text mentioned above as this makes for an excellent reference and starts off at a joggers pace if your a beginner. Intermediates can still benefit from the text because good 2D information and techniques are hard to come by.

Jonathan seems definitely dedicated to the genre and the results of both books reflect best of breed IMO. Going from beginner to intermediate/advanced very quickly is highly likely armed with both at your side. Highly recommended.

Lastly, as a bonus the author is totally accessible and is fully immersed within the game development community with his own forum. This is not a forum just for the book but a fully dedicated community for game programming in general. Having access to the author along with updates and tips to the engine developed within the book makes the price a steal.

Why are you still reading this? Buy it already.

As for the negative reviews, game programming isn't for everyone or maybe your just too advanced? Although, it would help if "someone" actually "read" the book and not skimmed through it.

So if your looking for an "Easy Button" you might want to try Staples.
Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


1 of 1 people found the following review helpful:
4.0 out of 5 stars Great resource for the underserved "Intermediate" game coders, September 29, 2011
Amazon Verified Purchase(What's this?)
This review is from: Advanced 2D Game Development (Paperback)
I bought this book after using Beginning Game Programming as a textbook for an API class. When you know how to get pretty pictures on the screen and get a basic game loop going from the more basic texts, you're left wondering how it all fits together to make a cohesive product. This book has great explanations of core engine components, including:

* automating your game loop, and exposing just what you need for game logic

* an entity management system

* automating your Sprites

* an easily accessible Audio system

* handy Math utilities, including easy-to-read explanations of how/why/when to use them

* the Timer class, a concept that I have carried over into many projects since

* a particle emission system that, while fairly simple, gives a firm base for the reader to create a more dynamic one if so inclined

The only reason I did not give it full 5 stars is that I felt the sample game projects did not did not exercise the same modularity taught throughout the engine (most were just a bunch of functions in game.cpp). Some examples of how and when to inherit from Sprite or Entity, or how to incorporate them into your game's classes would have gone a long way.

Anyway, a minor quibble to a book that vastly accelerated my game programming proficiency. Using this book and virtually nothing else, I wrote an engine that I used for nearly 10 full applications, from a Tetris clone to a very complex turn-based RPG battler. Along with this book, I would suggest some Googling of state management, and you can create any 2D game you could think of.
Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


1 of 2 people found the following review helpful:
5.0 out of 5 stars Perfect for those wanting to create basic 2D games, November 13, 2009
Amazon Verified Purchase(What's this?)
This review is from: Advanced 2D Game Development (Paperback)
This book tells you what you need to make a game engine, and even makes one in the process, along with a few games. Before you read this book, read the other one by this author, beginning game programming, which is in it's 3rd edition now.

the author is very helpful on his website as well, frequently visiting his forum and answering questions. He offers a lot of support for this book, as well as his other ones.

This is definitely a book to own for 2D game programming (there's also a 3d chapter in the book though).
Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


4 of 7 people found the following review helpful:
3.0 out of 5 stars Misnamed manual, August 13, 2010
This review is from: Advanced 2D Game Development (Paperback)
This book should have been named "Developing An Intermediate 2D Video Game Engine." There is precious little about game programming beyond the 2D engine, and any book that spends so much of it's sparse verbage on such basic things as how to set up one's compiler has no business calling itself "Advanced." I gave it 3 stars (2 1/2 is a closer rating, but I rounded up) because it does present the 2D video game engine reasonably well, and if that's what you're after, then this is the book for you. But does anyone over 12 really want to make an early '90 style action video game, such as the underdeveloped examples the author presents? Be forewarned, too, that there is much filler here. Tons of code that could easily be have been left to the included CD, or on his referenced web site, take up way too much space in this already thin (given the topic) tome. Also, he spends a chapter adding multi-threading capability only to conclude that it probably isn't worth the added complication. Well, maybe, but that is not the tack an "Advanced" book should take. For me, this book was a disappointment. I wouldn't recommend it except to a very narrow audience.
Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


5 of 12 people found the following review helpful:
5.0 out of 5 stars Understand the premise of this book before you buy, July 4, 2008
This review is from: Advanced 2D Game Development (Paperback)
The book is not for beginners. Someone who enjoys C++ and is interested in developing a 2D game engine from scratch will like this book because it skips the basics, gets right to the point. This book is about building a game engine from scratch in C++ and DirectX 9.0c. The engine supports 2D and 3D rendering, with more emphasis on the 2D features. Each chapter covers one major piece of a game engine project, like 3D rendering (for special effects), 2D rendering, and animation. The two complete game examples in the final chapter demonstrate how to use the engine to create 2D games. If you casually flip through this book, you will not understand it. If you just open and run the examples on the CD, you will miss the point.

You WILL learn to use 2D matrix transforms to manipulate sprites in the same manner used for mesh objects, with translation, rotation, scaling, and timed animation support.

You won't be wading through huge code listings because each chapter focuses on a single topic. Example programs demonstrate Direct3D rendering, Lua scripting, FMOD audio, multi-threading, vectors, linear velocity, targeting, collision detection, all wrapped into a core engine class that uses the standard library to build an entity manager. This entity manager is event driven and completely encapsulates the Windows and DirectX code. In the end, you will write a game with the engine, rather than with DirectX functions.

The CD-ROM includes a free compiler and third-party DirectX plug-in. Everything needed to compile and run the examples is on the CD. There's no need to download and install Visual C++ or the huge DirectX SDK.

* FMOD audio system from Firelight Technologies

* Multi-threading library

* Lua scripting library

* Dev-C++ compiler from Bloodshed Software

* DirectX 9.0c DevPak for Dev-C++

* Two complete games: Blocks and Alien Invaders

This may be the first book of it's kind that teaches DirectX programming in C++ without requiring Microsoft Visual C++ or the DirectX SDK. 32-bit artwork and runtime alpha manipulation is used to produce special effects such as a particle system capable of producing smoke trails. The sprite entity system is capable of rendering tens of thousands of sprites at a time with animation, scaling, and rotation in degrees or radians. Much time is spent on important math topics like linear velocity and targeting, which are the most important topics needed in 2D games.

I'm sorry to those who expected this book to cover 3D matrix and quaternion math, but this is not titled "Advanced 3D" after all.

The engine features an entity management system that makes it possible to "fire and forget" game entities whose properties will determine how they behave in the game. Throughout the engine's development, emphasis is put on optimization and performance, with frequent discussions of screen and core refresh rates--with a drop-down console used to display performance data.

The Advanced2D engine was not built just for this book, nor will it end here. The engine was developed over an entire year and fine tuned through two senior-level game engine courses at UAT, and continues to see improvement. The next phase of the engine will be a tile-based scroller class with support for multiple layers. All future updates to the engine will be posted on the author's website forum.
Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


6 of 19 people found the following review helpful:
1.0 out of 5 stars What a disappointment!, June 23, 2008
This review is from: Advanced 2D Game Development (Paperback)
don't buy! I bought this book when it was in pre-order state, the editorial reviews states:

" "Advanced 2D Game Development" is a comprehensive guide to 2D game development for experienced game programmers who are comfortable working in the C++ language. The book covers every significant 2D game subject including animated sprites, tile-based scrolling, level editing, vector graphics, and physics, as well as the major game genres: real-time strategy, turn-based strategy, first-person shooter, scrolling platform, and role-playing. Readers will develop a complete, professional quality, real-time strategy (RTS) game through the exploration of game theory and techniques, from simple 2D topics to more advanced material such as pathfinding and enemy AI."

But, as fast as a bullet, it changes to:

"Get ready to build a complete, professional-quality 2D game engine from start to finish! "Advanced 2D Game Development" is your comprehensive guide to 2D game development using DirectX in the C++ programming language. Each chapter of the book covers one major component of the game engine, including 2D and 3D rendering, DirectInput, FMOD audio, game math, multi-threading, Lua scripting, and more, and the game engine is built upon chapter by chapter. Through the creation of the game engine, you'll learn step by step how to write solid code for multiple compilers, adding to the code as you work through each chapter. And every chapter includes an example game that illustrates the new techniques being taught. Perfect for game programming students and professionals alike, this book is your ultimate guide to awesome 2D game development. "

All i can say is, it's a unfinished book and poorly written. Besides, one of the chapters is: 3D rendereing!?!?! Maybe i was wrong, but the title says "2D" not "3D" programming. Am I Wrong?... Not even a single chapter are deep enough to be called "advanced" So, if you like your money, do another thing with it.
Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


5 of 20 people found the following review helpful:
1.0 out of 5 stars Way to basic, June 30, 2008
This review is from: Advanced 2D Game Development (Paperback)
I was really looking forward to this book, as it looked promising.

The title, "Advanced 2d game development" is wrong, it should have been "basic 2d game...".

The chapters about math and physics are so basic that if you cant do them, you will never be able to create your own game. Physics part covers how to do bounding box intersection and distance based collision.

The book also has way to much code in it. I have nothing against code examples, but when I buy a book titled advanced, I dont want the code examples to cover how to create a super basic math lib.

The book also covers how to install DirectX

Save your money!
Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


Most Helpful First | Newest First

This product

Advanced 2D Game Development
Advanced 2D Game Development by Jonathan S. Harbour (Paperback - June 9, 2008)
$49.99 $28.20
In Stock
Add to cart Add to wishlist