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Advanced 3-D Game Programming with DirectX 8.0 (With CD-ROM)
 
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Advanced 3-D Game Programming with DirectX 8.0 (With CD-ROM) [Paperback]

Peter Walsh (Author), Adrian Perez (Author)
3.7 out of 5 stars  See all reviews (6 customer reviews)


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Book Description

Wordware Game Developer's Library October 15, 2001
Microsoft’s DirectX is a powerful set of application programming interfaces used for multimedia application development. The latest version offers increased performance, better usability, and more power to create the next generation of interactive entertainment products that rival anything seen in the past. This revision of the best-selling Advanced 3-D Game Programming Using DirectX 7.0 focuses on the new features of DirectX 8.0, providing plenty of code to help readers understand how to create computer games using this advanced multimedia application development platform.

Among the topics discussed are: * Lighting and shading schemes * Networking and multithreading * Texture mapping * Scene management

Along with several sample applications that target specific algorithms, full source code is provided for a client-server networked 3-D first-person game that demonstrates many of the techniques discussed in the book. This gives readers the opportunity to develop their own code easily, basing it upon the technology discussed in the book.


Editorial Reviews

About the Author

Peter Walsh has over six years experience in the interactive entertainment field using DirectX, starting with version 1.0. He is studying gaming technology and development at Abertay University in Scotland, which is a university at the forefront of gaming technology. Peter also worked with IC-CAVE, a research, development, and consultancy firm specializing in increasing the future significance of the gaming industry.

Product Details

  • Paperback: 600 pages
  • Publisher: Wordware Publishing, Inc. (October 15, 2001)
  • Language: English
  • ISBN-10: 155622513X
  • ISBN-13: 978-1556225130
  • Product Dimensions: 9.1 x 7.6 x 1.8 inches
  • Shipping Weight: 2.8 pounds
  • Average Customer Review: 3.7 out of 5 stars  See all reviews (6 customer reviews)
  • Amazon Best Sellers Rank: #3,658,680 in Books (See Top 100 in Books)

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Customer Reviews

6 Reviews
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3 star:
 (2)
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Average Customer Review
3.7 out of 5 stars (6 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

23 of 25 people found the following review helpful:
3.0 out of 5 stars A wonderful reference but lacking., November 27, 2001
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This review is from: Advanced 3-D Game Programming with DirectX 8.0 (With CD-ROM) (Paperback)
This book is a great reference. There is alot of material here that is covered. The author goes thru his book building his code library for you to use and tries to explain some of it.

The problem is that alot of us learn via examples. This book has page upon page of code for the author's library, but only a handful of examples in the book. The biggest gains I get from a book is when I can work thru the most basic example, isolating each piece as the author covers it. A full fledged networking game comes with the book for you to improve and build upon. This is a great concept, but I would have learned sooo much more if the author would have isolated each part of the game that pertains to the topics covered and gave mini examples so that I could see how everything works. If the author produced a "workbook" to go with this text, alot of the concepts would be easier to learn.

The author slacks on Collision Detection and Game Physics as well as descriptions to some of the code. He lets "the code speak for itself". It is a great reference book, but it will not teach you how to be an Advanced Game Programmer. I consider myself an intermediate game programmer, but I didnt advance much with this book because I couldnt visualize the concepts the author was trying to get across.

Good luck with this book. I would recommend buying it, but dont plan on it being the only book you buy.

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12 of 12 people found the following review helpful:
3.0 out of 5 stars So So Advanced Game Programming, February 14, 2002
By 
Gary McCray (Fort Bragg, CA United States) - See all my reviews
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This review is from: Advanced 3-D Game Programming with DirectX 8.0 (With CD-ROM) (Paperback)
I think Peter Walshs book The Zen of 3D Game Programming in DirectX 8.0 is the best book written for Direct3D beginners to own for initially starting out in Direct3D. Period. This book, however, isn't in the same league, It feels like something he inherited from somebody else and tried to fix up rather than something he did from scratch.
It does provide some interesting insights into network based game interaction and an interesting chapter on game AI. It also provides some interesting source code relating to a networkable game engine.
However, it covers the same old entry level "this is how 3D stuff works" and "this is how to initialize direct3D" that Non-Advanced books cover as well as numerous other introductory features out of place in an "Advanced" book.
And, unfortunately, when all is said and done, most of the really Advanced material is covered in a less than thorough manner. Many truly important topics in advanced Direct3D like Animated character mesh objects (Skin and Bones) are covered skimpily at best.
Also, at least on my system (1.4ghz 64mb Geforce3), the example codes performance was much less than you would hope for. The main Game engine codes primary example is only usable in a networked client / server environment. Maybe if theyd said Networked Game Programming instead of Advanced it would have been better.
All in all, If you are a Direct3D programmer and especially if you have a genuine interest in client server based games, it is probably worth owning this book for the odd bits you can pick up. Peter still knows a great deal more about D3D than I do and I will no doubt buy any more books that he continues to make.
Frankly though I wish Peter would go back to the style of his previous book and make a Advanced version of it. Perhaps building on the starter Game engine he provided in that maybe adding collision detection, character animation sequencing and actual game construction info.
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21 of 24 people found the following review helpful:
1.0 out of 5 stars Not advanced - don't waste your time, February 9, 2002
By A Customer
This review is from: Advanced 3-D Game Programming with DirectX 8.0 (With CD-ROM) (Paperback)
Having enjoyed Mr. Walsh's Zen book so much, I purchased this book without thumbing through it first. Big mistake.

Chapter one is a rewrite of information you can get from the help disk included with Visual C++.

Chapter two is a rewrite of parts of the DirectX SDK.

The name of chapter three should have been a signal of the true content. What is a chapter entitled "3-D Math Foundations" doing in a book with "Advanced" in the title? This chapter covers, yet again, basic 3-d math, vectors, matrices, etc. This chapter also contains a rewrite of some of the DirectX SDK. The only thing here worth noting is a minor treatment of Binary Space Partitions.

Chapter 4 is a complete disaster. Beginning with more basic chase algorithms, the author attempts to describe genetic algorithms and neural networks, failing miserably. The description on page 248 is minimal at best, the examples are not really explained at all. A huge misprint occurs on page 252-3.

I cannot comment on chapter 5 as I am not interested in network play. Quite simply, I haven't read it.

Chapter 6 another rewrite of another part of the DirectX SDK.

Chapter 7, the only part of the book which might be called "advanced" never really covers any subject in detail. A lot of this chapter, like a lot of the book is page after page of unexplained code taken directly from the included CD.

Chapter 8 is yet another rewrite of yet another section of the DirectX SDK.

Chapter 9 finally describes how to use the BSP trees which were touched upon back in chapter 4.

There is almost nothing here which would justify the word "advanced" being used in the book's title.

An almost laughable situation which occurs throughout the book is when the author explains that he cannot cover some subject or other in detail due to space limitations. One wonders how much he could have written if 80% of the book wasn't a rewrite of the SDK.

This thoroughly disappointing book is saved only by the fact that it contains very little of Andre LeMoth's gnarly rad surfer dude vernacular.

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