- Discusses full modem communications and techniques for creating multi-player 3D video games
- Includes over 30 shareware games and demos including a shareware paint program
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Most Helpful Customer Reviews
21 of 21 people found the following review helpful:
3.0 out of 5 stars
Excellent Content/Concepts,
By
This review is from: Black Art of 3D Game Programming: Writing Your Own High-Speed 3D Polygon Video Games in C (Paperback)
Andre Lamothe obviously knows his material when it comes to math and Game Programming. All of the mathmatical knowledge that is necessary to perform 3D rendering etc. is present in this book, as well as several other revelant concepts.Chapter 1 and 2: The introductory area of the book, dealing with the history of games, 2D and 3D. Chapter 3 - 9: Mostly instruction and examples on ways to communicate directly with the computers hardware. This includes but is not limited to: The VGA Card, a Mouse, Keyboard, Joysick, Sound Card, Serial Ports and Modems. It also gives you your first introduction to the artificial intelligence algorythms required for computer based 'enemies' in a game. Interrupts are also covered. NOTE: Most of these things, communicating directly with the systems hardware, has become a cardnal sin with new versions of Windows, but it can still be done, and the concepts are essential. Chapter 10 - 17: 3D instruction, first laying out a great foundation then beginning your first 3D graphics engine. The reader will learn how to create render and fill objects, as well as assign view positions, and 'transforming the universe' around them. All of the mathematics required for all 3D procedures (it is a lot) is included and explained. Voxel graphics are also covered, then many optimization procedures are explained and used. Chapter 18: A program 'Kill or be Killed' using all of the knowledge you have learned. This is what you were waiting for, now you can make your own 3D games. with a bit of up-to-date direction of course. All of the main 3D concepts are covered very well, complete with in depth explaination and examples. Lots, LOTS of source is included both within the book and in the accompanying CD.
14 of 15 people found the following review helpful:
5.0 out of 5 stars
Better than you can describe with words,
By Peter Bindels (kitsoft@cuci.nl) (Heerlen, Holland, Europe) - See all my reviews
This review is from: Black Art of 3D Game Programming: Writing Your Own High-Speed 3D Polygon Video Games in C (Paperback)
It was way better than I could ever guess from the above comments. It explains about everything about making a game, no exception. It explains the basics of game environment in the first half, including making your own keyboard driver, video card driver, and even joysticks. After that, he explains about everything there is to know about 3D, without going into too much depth. He didn't explain the newest techniques, but with the info and ideas from the rest of the book you can invent those on your own. The best book I've ever read.And also 5 stars to Amazon, for giving it with a special protective sheet, and more than a week before it could arrive. (it was overseas, it shipped last sunday and I received it yesterday, that is 5 days. The minimum would be 2 to 12 weeks) And it was so decorated, I can't wait to order again.
9 of 9 people found the following review helpful:
5.0 out of 5 stars
The foundation of any aspiring game programmer's library,
By A Customer
This review is from: Black Art of 3D Game Programming: Writing Your Own High-Speed 3D Polygon Video Games in C (Paperback)
Imagine discovering this gem back in early 1996: before the deluge of 3Dfx, RIVA, nVidia, Creative, or any other 3D accelerator card became "big business." Shortly after the public release of Windows 95, before DirectX, Direct3D, Glide, or OpenGL...indeed, before the Nintendo 64...there was this book "Black Art of 3D..." I loved it! It is based entirely on DOS programming...but what better platform for beginners to start from? The Windows API is freighteningly complicated. Andre's code is elegant. A bit out of date, of course, but highly effective for learning, or even creating a game. I have ported his 3D code into my Visual Basic programs. But I must admit, the first half of the book was most enjoyable. His treatment of the "rest of the book," covering 3D, seemed a bit of an afterthought, and was clearly an addition. The "Black Art" library was for a long time an essential part of my game programming toolkit, before I moved into Windows programming. After discovering Andre's 32-bit Watcom library on the Waite web site, I quickly purchased the compiler and began writing 32-bit extended DOS programs. What a blast! I look forward to him tackling the "Black Art of DirectX Game Programming." How about it, Andre'?
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