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Learn Computer Game Programming with DirectX 7.0 [Paperback]

Ian Parberry (Author)
4.0 out of 5 stars  See all reviews (40 customer reviews)


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Book Description

Learn August 31, 2000
Another addition to the Wordware Game Developer's Library, Learn Computer Game Programming with DirectX 7.0 provides beginning programmers with the foundations of computer game programming using Microsoft's DirectX 7.0 software. Computer science professor Ian Parberry details the construction of a game demo in 14 easy stages using DirectDraw, DirectSound, the Windows API, and the Windows registry, including a detailed explanation of the program's C++ code.

Product Details

  • Paperback: 500 pages
  • Publisher: Wordware Publishing, Inc. (August 31, 2000)
  • Language: English
  • ISBN-10: 1556227418
  • ISBN-13: 978-1556227417
  • Product Dimensions: 9.1 x 7.5 x 1.7 inches
  • Shipping Weight: 2.9 pounds
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (40 customer reviews)
  • Amazon Best Sellers Rank: #2,548,635 in Books (See Top 100 in Books)

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Customer Reviews

40 Reviews
5 star:
 (21)
4 star:
 (7)
3 star:
 (5)
2 star:
 (3)
1 star:
 (4)
 
 
 
 
 
Average Customer Review
4.0 out of 5 stars (40 customer reviews)
 
 
 
 
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66 of 68 people found the following review helpful:
5.0 out of 5 stars If you know the basics, you don't need the book., October 5, 2000
By 
William A. Gale (Maplewood, NJ USA) - See all my reviews
This review is from: Learn Computer Game Programming with DirectX 7.0 (Paperback)
If you have already programmed a complete game using DirectX then you don't need this book.

If you know the VC++ compiler so well that you know just exactly all of the dozen or so switches that you need to set to get DirectX 7 to compile for you, the you don't need Chapter 1. [LaMothe's otherwise very useful book preaches instead of covering this vital detail, so I was only able to follow him as far as some earlier version of DircetX went.]

If you know how to read in a bitmap and show it, then you do not need Chapter 2. [I found a bug or two in LaMothe's code for this, but Parberry treats those points correctly.]

If you know how to use back buffers and page flipping for smooth animation then you do not need Chapter 3.

If you know how to control the timing of an animation, then you do not need Chapter 4.

If you have dealt with the multiple images on one bitmap that make up a moving sprite then you do not need Chapter 5.

If you know how to clip sprites then you do not need Chapter 6.

If you know how to scroll horizontally with the foreground moving by faster than the background (parallax scrolling), then you do not need Chapter 7.

If you know some basics of AI such as having objects in various states, moving in intelligent looking ways, and if you know how to implement a rule based system to give a higher level language for programming the intelligent objects, then clearly you have no need for Chapter 8.

If you know how to use one program to act entirely differently in different phases of a game, then you do not need Chapter 9.

If you know how to load sounds for Direct Sound, can mix, and play the sounds, then you do not need Chapter 10.

If you know how to integrate the button functions into a DirectX program that is using the whole screen, then you do not need Chapter 11. Of course you know how to read the mouse, so this part of the chapter is a complete waste.

If you know how to have your game work with either a mouse or a joystick, then you have no need for Chapter 12.

If you have written even one game with multiple levels, bonuses for the levels, and scores based on partial completion of the game, you really will find Chapter 13 useless.

If you have written a game with a high score list, and know how to collect the player's name in a DirectX program, then you will have no need for Chapter 14.

If you know how to pause game action and sound, and if you know how to give credit where it is due, and help when requested, then you will just find Chapter 15 a waste of time.

If you have done all this, and done it in very clean code that you can use as a base for building further games, and are really ready to go on to the extra difficulties of three D programs, then you will certainly find this book disappointing. But I haven't, and I'm delighted to see such a thorough treatment of the basics of a DirectX game.

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25 of 25 people found the following review helpful:
4.0 out of 5 stars Great for those just starting out, October 3, 2000
By 
Aaron Shetlar (Denton, Texas United States) - See all my reviews
This review is from: Learn Computer Game Programming with DirectX 7.0 (Paperback)

This is a good book for people who have never dealt with DirectX. It's based on Dr. Parberry's lectures from the game programming class he teaches at the University of North Texas. It goes through a simple 2D game explaining every step from start to finish.

--------------> this isn't a reference book <----------------
It's meant to give you starting point -- some basic knowledge that you can build on as you become a better game programmer. If you need a DirectX reference (and you will), buy something like Inside DirectX.

The book expects you to know C++. At UNT it's a senior-level class. You're expected to know what you're doing by the time you get there.

I only have a few minor problems with it:
1. the coding style can be hard to read in some places
2. there are some typos (but, thankfully, not in the code)
3. and the game you end up with is GOD AWFUL. But now you can use what you learned to make outstanding games on your own.

It's a great learning tool.

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22 of 22 people found the following review helpful:
4.0 out of 5 stars Great for Game Programming Starters (Like me!), December 6, 2000
This review is from: Learn Computer Game Programming with DirectX 7.0 (Paperback)
After browsing through MANY game programming books over a several years, this is the first that I have actually wanted to buy. I've seen game programming books that focus on audiences of varying skill levels, ranging from pointlessly simple to needing a de-encryption algorithm to understand the writing style. Many of them are written by industry gurus who, admittedly, really know their stuff, but are not very good at teaching it. Dr. Parberry is a college professor; he has experience on how to gear his lessons towards those who want to learn, and it shows in his writing style.

The CD that comes with the book contains the DirectX 7a software development kit(a big plus, because it takes forever to download the 125 MB file from Microsoft), all of the code and media files for the game that you make using the book, and the text of the book in PDF format.

Dr. Parberry sets up his book much like a class; the concepts are taught in 15 different lessons(chapters), with each lesson building on the previous lessons. He assumes that the reader is self-motivated enough to explore the help files for the DX7 SDK, so he does not include it in the book. He assumes that the reader is a competent C++ programmer (competent, not necessarily an expert). He explains new concepts clearly as the reader goes along in each chapter.

Dr. Parberry himself is very accessible--I ran into a problem, and sent him an e-mail asking for help. I received an excellent response from him within 24 hours.

Be sure to read the preface--it helps you understand his angle on computer game programming.

Thank you, Dr. Parberry.

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Inside This Book (learn more)
First Sentence:
Have I got your attention yet? Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
crow object, int xdelta, plane sprite, logo phase, menu phase, int ydelta, size char buffer, bmp file reader, foreground sprites, menu keyboard handler, object const int, function loadimages, joystick handler, level const int, local variable length, object type switch, main menu break, playing phase, high score list, cursor break, high score phase, show framerate, sprite surfaces, video memory surfaces, exploding crow
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Copyright Ian Parberry, Ned's Turkey Farm, Displaying the Background, Required Libraries Ddraw, Function Function, Control Panel, Code Listings Defines, Microsoft Paint
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