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Introduction to Computer Game Programming with DirectX 8.0 (Wordware Game Developer's Library) Paperback – March 25, 2001


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Product Details

  • Series: Wordware Game Developer's Library
  • Paperback: 281 pages
  • Publisher: Wordware Publishing, Inc. (March 25, 2001)
  • Language: English
  • ISBN-10: 1556228104
  • ISBN-13: 978-1556228100
  • Product Dimensions: 9.3 x 7.5 x 0.9 inches
  • Shipping Weight: 1.6 pounds
  • Average Customer Review: 2.6 out of 5 stars  See all reviews (31 customer reviews)
  • Amazon Best Sellers Rank: #3,191,482 in Books (See Top 100 in Books)

Editorial Reviews

About the Author

Ian Parberry is a professor of computer science at the University of North Texas, where he has established a unique curriculum focusing on the computer game development industry. Parberry is internationally recognized as one of the top academics in his field of computer game programming. He is also the author of Learn Computer Game Programming with DirectX 7.0.

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Customer Reviews

This book is DIRECTX 7 and is NOT up to date....
Dave Anderson
If you want a real book on DirectX 8 Graphics get "Beginning Direct3D Game Programming" by Wolfgang F. Engel.
Glenn Watson
I did not look at the CD since I am returning this book, but I doubt it would have what I am looking for either.
John W Mikkola

Most Helpful Customer Reviews

29 of 30 people found the following review helpful By Glenn Watson on April 19, 2001
Format: Paperback
DirectX 8 herald a new era of the API. It was a complete re-write. DirectDraw and Direct3D were combined into a easier and more powerful API called DirectX Graphics. This release also means that you'll be able to take your programming beyond the PC, to the Dreamcast and the X Box.
Unfortunately this book doesn't take advantage of the new API at all. Basically it's just a rehash of the author's previous work Learn Computer Game Programming with DirectX 7.0. Apart from having a few less chapters this book touches on nothing in the significant upgrade. It would of been better if they called this book "Re-released book about DirectDraw 7 with just a few chapters missing".
If you want a real book on DirectX 8 Graphics get "Beginning Direct3D Game Programming" by Wolfgang F. Engel.
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12 of 13 people found the following review helpful By Dave Eberly on March 26, 2001
Format: Paperback
I was hoping that some day we would see the demise of the long list of books of the form "Tricks of the Computer Game Experts Written for Dummies and Learnable in 7 Days" (subtitle: You want to be a game programmer; we want your money). Add this book to the end of that list, soon to be followed by other worthless books that also have little content, but apparently catch the eye of aspiring game programmers. The first warning is on the cover page: "Ian Parberry, Ph.D. / Foreward by Melanie Cambron, Game Recruiting Goddess". Be wary when an author must flaunt his degree, as if somehow that makes the book good. And "Game Recruiting Goddess"? Give us a break. Well, the preface is entertaining--ramblings about life in academia with an argument to support why the author is qualified to write a book on game programming. Not convincing. Having experience working for a game company would be more convincing.
The second warning on the cover is the phrase "Condensed and updated version of Learn Computer Game Programming with DirectX 7.0". When you get to Chapter 1 "Read This First", here is where you get your surprise. From the book: "This book is a short, inexpensive version of the author's book Learn Computer Game Programming with DirectX 7.0. If you already own that book, then don't buy this one. (*) This book does not contain Chapters 13-15." The new appendices "Now What", "High Color and Resolution" (new BMP file reader), and "AVI Movies and MIDI Music" (play an AVI, play MIDI music) are not significant. The CD includes DirectX 8.0 SDK (it is downloadable from Microsoft...). Nothing to warrant purchasing the book.
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8 of 8 people found the following review helpful By S. Peleg on July 3, 2001
Format: Paperback
I bought this book hoping to learn a bit about DirectX and game programming, and I received a complete book about how to BitBlt.
Searching for DirectX 8 stuff.... Not found.
Important points:
1. The book wastes many chapters on how to use a bitmap in DirectX. This matter should occupy one chapter (two at most).
2. There is nothing else beside bitmaps, no graphic methods (2D drawing).
3. He teaches how to use the joystick with API calls, when there is direct input, a god gift for using user controls, and improved (simplified and enhanced) in DirectX 8.
4. Silly algorithms.
5. Although almost every one have a powerfull computer with a lot of memory (since it got so cheap) the auther takes many sentences to explain why to use low-resolution images and (for god sake) MONO 8bit 22khz wave files. This will make you game very very ugly.
I'm not an advance programmer yet most of the information this book provides in intuitive and should not take a complete book.
There are articles all over the Internet on most of this stuff, and bit hard work with the MSDN tutorials and examples (yes there are examples with the DirectX SDK, check them out!).
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12 of 14 people found the following review helpful By Craig Turpin on July 14, 2001
Format: Paperback
To all those people that wrote in about palletized graphics, planes and textures, 3D, shadowing, joystick API calls, and what not: what in God's name are you doing with this book anyway?! IT'S FOR BEGINNERS, PEOPLE! Anyone with some common sense will at least read the forward and perhaps browse through the first couple of chapters to get a feel for the book. I agree that the title is misleading - having "with DirectX 8.0" so prominent in the title leads one to think it delves into DirectX 8.0 with some detail. It doesn't. But as I've said, if you take the time and read the first chapter (which you can do in the bookstore - it's short), it says two things. First, he *explicitly* states that if you own the first edition of the book, then don't buy this one because it's not that much different. This should tell the reader that the book probably doesn't go too far into the nuances/differences of DirectX 7.0 and 8.0. Second, the author informs you that you'll be writing a side-scoller game. This should tell even the most junior of game programmers there'll be no 3D development, so you won't be building the next Quake...
With that being said, I bought the book and I'm very happy with it. I wouldn't know the difference between DirectX 7.0 and 8.0 if a nun's life depended on it. Nor do I care. And I've never written a video game before so I don't want to get snowed under with alot of 3D math and algorithms. Just show me the basics of getting images onto the screen, moving them around and perhaps some collision detection, and I'll go from there. This book does just that.
Learn to crawl before you walk.
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