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OpenGL Game Programming w/CD (Prima Tech's Game Development)
 
 
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OpenGL Game Programming w/CD (Prima Tech's Game Development) (Paperback)

by Kevin Hawkins (Author), Dave Astle (Author), Andre LaMothe (Author) "Before heading into the meat of game development, you need to develop a good understanding of where your tools come from and how they are..." (more)
Key Phrases: unsigned int base, default audiopath, global device context, Microsoft Windows, Type Description, Camera Variables (more...)
3.8 out of 5 stars See all reviews (61 customer reviews)

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Editorial Reviews

Product Description
OpenGL is an application programming interface (API) that exposes hardware features needed to create computer graphics. Unlike Microsoft's Direct3D, which only works on Windows, OpenGL works across all platforms. OpenGL Game Programming is a complete guide to game development using the OpenGL graphics API. Myriad examples are included to demonstrate various concepts such as coloring, texture mapping, blending, lighting, coordinate transforms, 3D modeling, collision detection, and several other key concepts involved in game development. It also covers how to integrate the non-graphical elements of Microsoft's DirectX into OpenGL games so that users can incorporate sound, music, and networking functions. Teaching users how to use OpenGL to create dynamic 3D environments and effects for use in game development, this book covers all the fundamentals so that users can program OpenGL API to its fullest potential. Anyone interested in game development will find the information in this book invaluable as they begin to create dynamic game graphics. Series editor André LaMothe has published numerous magazine articles and is an international best-selling author with over six game programming and 3D graphics titles to his credit. He has been active in the computing industry for more than twenty years, during which he created one of the world's first commercially available virtual reality games, CyberGate. André is also the founder and CEO of Xtreme Games LLC.

About the Author
Kevin Hawkins received his Master’s degree in Software Engineering and his Bachelor’s degree in Computer Science from Embry-Riddle University. He is currently a software engineer at Raydon Corporation where he is part of the Software Architecture team, developing new software architectures and techniques for the company’s simulation product-line. He is the cofounder of GameDev.net and is also the coauthor of "OpenGL Game Programming" (Premier Press, 0761533303).

Product Details

  • Paperback: 808 pages
  • Publisher: Course Technology PTR; 1 edition (May 1, 2002)
  • Language: English
  • ISBN-10: 0761533303
  • ISBN-13: 978-0761533306
  • Product Dimensions: 9.1 x 7.4 x 1.9 inches
  • Shipping Weight: 3 pounds (View shipping rates and policies)
  • Average Customer Review: 3.8 out of 5 stars See all reviews (61 customer reviews)
  • Amazon.com Sales Rank: #121,918 in Books (See Bestsellers in Books)

    Popular in these categories: (What's this?)

    #5 in  Books > Computers & Internet > Programming > Graphics & Multimedia > OpenGL
    #97 in  Books > Computers & Internet > Programming > Game Programming

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Customer Reviews

61 Reviews
5 star:
 (23)
4 star:
 (19)
3 star:
 (8)
2 star:
 (5)
1 star:
 (6)
 
 
 
 
 
Average Customer Review
3.8 out of 5 stars (61 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
26 of 27 people found the following review helpful:
5.0 out of 5 stars Excellent!, June 8, 2001
By Steve Jordan (Washington) - See all my reviews
I've read several OpenGL books, and this one ranks with the best of them. The best thing about it, though, is that it's not just an OpenGL book, it's a game programming book, so not only will you learn OpenGL essentials, you're learn how to specifically apply them to games.

The book is very easy to read and understand. It's been written in such a way that I think even someone with no experience programming games will be able to pick it up and soon be able to create a simple 3D game.

In addition to the OpenGL coverage, the coverage of DirectInput and DirectSound is some of the best I've ever seen. The chapters on special effects and physics were of particular interest, as were the chapters on engine design and the final creation of a game.

Whether you're just getting interested in game programming, or have been doing it for a while but don't know OpenGL, you need this book.

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25 of 27 people found the following review helpful:
3.0 out of 5 stars Accessible, but Sloppy and Rather Windows Specific, January 2, 2003
By "microtherion" (Sim City, CA (Somewhere in the Bay Area)) - See all my reviews
This book covers a broad range of game programming areas, with specific sample code provided both in print and on a CD.

What the book cover and abstracts fail to emphasize is that despite the "OpenGL" in the title, this is a rather Microsoft Windows specific book in many aspects. A considerable portion of it is spent talking about Windows specific APIs like DirectSound, and most of the examples use Windows event handling. It's probably hard to avoid the former issue, as there are no platform independent APIs for high quality sound, but many of the examples would not have suffered from being written using GLUT event handling.

Overall, the book is written in a sensible style that may be more accessible to some readers than the "official" OpenGL manuals. However, the areas that I had independent knowledge on (Math and Physics), I noticed numerous mistakes and sloppy reasoning, which may or may not extend to the areas that I can't verify independently.

Not overly valuable to me as a non-Windows programmer who has read the "official" tutorial volume, probably quite a bit more valuable to a Windows based programmer with little prior OpenGL experience.

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27 of 30 people found the following review helpful:
5.0 out of 5 stars Comments from the author of the book's foreword, August 4, 2001
Finally, a book on OpenGL programming specifically for games! This book fills an important gap in any OpenGL programmer's bookshelf. Some of the most popular 3D games for the PC, most importantly Id Software's Quake series of games, use OpenGL as their 3D rendering interface. Now programmers that want to learn about OpenGL game programming have a place to begin.

This book explains OpenGL in the context of other PC programming interfaces such as DirectInput and DirectSound. It also explains practical game-oriented programming tasks such as loading animated Quake2 models.

Recent OpenGL features such as multitexturing are also explained. Multitexturing is really important for dynamic game lighting effects and extra realism.

While other books such as the OpenGL Programming Guide and Reference Manual explain the OpenGL API in more detail, this book explains OpenGL in the specific context of game development on the PC.

I recommend this book for anyone interested in learning about PC game programming. While you may be learning about OpenGL for programming games, you should also be aware that OpenGL is the industry-standard 3D graphics API for professional 3D graphics applications and is the only truly multi-platform standard 3D API available. OpenGL is supported on Windows, Apple, Linux, and Unix workstation platforms. This makes knowledge of OpenGL an important asset for any computer programmer.

I am pleased to have been asked to author the foreword of this book.

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Most Recent Customer Reviews

5.0 out of 5 stars The best book out there for beginners
Five years ago when I decided I wanted to teach myself OpenGL, this was the book I bought. It gave me exactly the foundation I needed to write my several 3D engines and expand on... Read more
Published 3 months ago by C. Moyes

5.0 out of 5 stars VERY HIGHLY RECOMMENDED!
This book is an excellent resource and covers most 3D game topics very well (the author is a little hard on his own book) - I disagree with him, this book is the best one. Read more
Published 6 months ago by B. HARRIMAN

5.0 out of 5 stars Another FS GD Student recommends it
I saw another FullSail sudent from three years ago write a 5-star review for this book, and I am updating him. I just learned C++ and I can easily understand this book. Read more
Published 20 months ago by Fortis Venaliter

5.0 out of 5 stars Loved this book - better than Beginning Direct3d Game Programming
I have this book somewhere around my house and it explained things in good detail - I read this book when I was 14. Read more
Published on August 8, 2005 by S. Barnes

1.0 out of 5 stars Fake !!!
Well, this book, in it's first part is a simple poor copy of the OpenGL reference manual. The second part is simply copies from what we can get from Nehe and other OpenGL... Read more
Published on December 26, 2004 by The Seer

4.0 out of 5 stars This book is ok.
If your new to open gl and know your C and arent up all night and awake. The book doesnt get bogged down and treads lightly on most topics. Read more
Published on September 29, 2004 by Big Blue Sky

5.0 out of 5 stars A few words from the author
I'm pretty thick skinned, so most of the negative reviews of this book haven't bothered me. In fact, I agree with quite a few of them, and I've taken all constructive criticism... Read more
Published on June 12, 2004 by Dave Astle

1.0 out of 5 stars Fraud in its purest form...
Not only am I incensed at the authors for writing such a terrible book. I would go as far to say that they should be prosecuted for literary fraud and highway robbery. Read more
Published on June 1, 2004 by Michael Hops

1.0 out of 5 stars Don't buy this book.
This book is so bad I don't even know where to start...

1) not once do the even draw the default axis! Read more

Published on March 20, 2004 by Maury Markowitz

1.0 out of 5 stars Don't waste your money
I thought this book was going to be a useful reference about OpenGL programming because it was nice and thick and contained lots of examples. Read more
Published on March 15, 2004

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