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Game Programming in C++: Start to Finish (Game Development Series)
 
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Game Programming in C++: Start to Finish (Game Development Series) (Paperback)

by Erik Yuzwa (Author)
2.8 out of 5 stars See all reviews (8 customer reviews)

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Editorial Reviews

Product Description
Welcome to the exciting world of game programming! If you’re already familiar with the C++ programming language and want to learn how to program games, this book is for you. Game Programming in C++: Start to Finish will help you learn how to turn your own game fantasies into playable realities!

Over the course of the book, you’ll learn the popular techniques and practices behind today’s games. Not only will you add a lot of theory to your game programming toolkit, but you’ll also create a small basic game from scratch – SuperAsteriodArena. While you’ll focus on using the SDL and the OpenGL libraries to learn game programming, you’ll also learn the essential Windows principles that you’ll need to create just about any kind of game with any other API such as DirectX.

This easy-to-follow book takes current game programming information and filters it down to a practical level. Each chapter and subsection builds upon previous chapters and topics in a tutorial format, allowing you to progress at your own pace. As you work through the book, you’ll build the SuperAsteriodArena game, beginning with engine creation and 3D programming with SDL and OpenGL. From there you’ll move on to animation effects, audio, collision detection, networking, and finalizing the game. A variety of tools are used throughout, including Visual Studio and OpenGL, SDL, Autodesk 3ds Max, and the Audacity sound tool.

Features: * Teaches C++ game programming in an easy-to-follow style * Uses the creation of a complete game – SuperAsteriodArena- to teach the entire game development process from concept and design document to finalizing the game * Explains important Windows programming techniques that can apply to any project Uses a variety of popular tools – Visual Studio, SDL, OpenGL, CVS, gDEBugger, Autodesk 3ds Max, and the Audacity sound tool * Includes a CD-ROM with libraries and tools, including the SDL libraries, trial versions of Audacity, 3ds Max 7, gDEBugger, InnoSetup, CVSNT, doxygen, the source code from the book, and the complete game from the book

On the CD! * Demos: gDEBugger (Graphic Remedy) – Tools for finding and isolating problems with OpenGL commands; MoleBox Pro (MoleBox) – Utility for compressing game assets; Autodesk 3ds Max 7 demo

* Tools: SDL (Simple DirectMedia Layer); CEGUI (Crazy Eddie’s GUI System); Lua (The Lua Interpreter); OpenAL (The Open Audio Library); PreplicaNet; Tokaak (The Tokamak Physics Library); Audacity; BitmapFontBuilder; CVSNT; Doxygen; InnoSetup

* Game Files and Source code

System Requirements: A PC running Windows NT4.0/95/98/2000 or XP. To compile the source code you will need a PC capable of compiling C++ modules. The sample projects included are compatible with either Visual Studio 6.0 SP6 or Visual Studio .NET 2003 (other compilers are an option but are untested at this time. To run the sample game, you will need any version of Windows (newer than NT4.0) with at least 1 GHz CPU and a minimum of 256MB of RAM. You will need a 3D accelerated video card with at least 32MB of onboard VRAM and the latest drivers from your vendor. For Visual Studio 2005 code, visit the book’s Web page.

About the Author
Author Bio: Erik Yuzwa (Calgary, AB) has been a professional computer programmer for over seven years. He graduated from the University of Calgary in 1998 with a Bachelor of Science in Computer Science. In 1995, he founded Wazoo Enterprises Inc. to pursue creating game programming related tutorials and articles. Concurrently, he holds a position at EnCana Corporation allowing him to be a Web Systems Architect, where he uses his Java, ASP/Cold Fusion, C#/C++ and other programming skills to create real solutions with various clients. In 2001, he began instructing on the game development process at the University of Calgary Continuing Education.


Product Details

  • Paperback: 416 pages
  • Publisher: Charles River Media; 1 edition (January 11, 2006)
  • Language: English
  • ISBN-10: 1584504323
  • ISBN-13: 978-1584504320
  • Product Dimensions: 9.4 x 7.6 x 1.2 inches
  • Shipping Weight: 2 pounds (View shipping rates and policies)
  • Average Customer Review: 2.8 out of 5 stars See all reviews (8 customer reviews)
  • Amazon.com Sales Rank: #426,486 in Books (See Bestsellers in Books)

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Customer Reviews

8 Reviews
5 star:
 (2)
4 star:
 (1)
3 star:
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2 star:
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1 star:
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Average Customer Review
2.8 out of 5 stars (8 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
21 of 23 people found the following review helpful:
2.0 out of 5 stars Avoid This Book, August 21, 2006
I wouldn't recommend this book to anyone who is trying to start out in game programming. I am a grad student engineer and have been programming for over 5 years. I just recently got into game and graphics programming and this book is really terrible compared to some others I've seen. The only reason I gave it two stars is because the chapter on graphics mathematics is fairly complete, and the book provides a good high level picture of how a game is structured. However, the code specifics are downright horrible, the listings seem to be randomly thrown in without any clue as to where they should go in an actual program, the writing is boring, the directions are sparse and inchoerent, and much of the source code provided on the CD is incredibly difficult to get running (if it runs at all). Also, there is a discussion board on wazoo, but don't excpect much help. Many of the forums end with unanswered questions including many that I had. For an intro book to programming games, save your money for another book, because this book just isn't worth the cost in wasted time and money.
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18 of 22 people found the following review helpful:
5.0 out of 5 stars Moving on from a C++ Base, March 1, 2006
This book make the presumption that you are already familiar with programming in C++. From there it takes you on to the theory, concepts and additional software packages that are used to facilitate rapid game development. Much of this software is to be found on the CD that is included with the book. As such, this book is a complete course in moving from straight C++ programming into actually producing a game.

The basic technique used is to lead the reader through the development and programming of a small basic game called 'SuperAsteroidArena.' While not a complex game, and certainly nothing that could be taken to market in these days, this little game illustrates the basic techniques that are used in today's game development along with the commonly available software tools. Of course, the completed game is also incldued on the CD.

The first part of the book is an introduction to the software that you will be using. Don't let the seemingly endlist of software packages get you down, it will all make sense eventually as you actually use each of the packages.

A very well done book, but as I said, not for the complete programming beginner.
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1.0 out of 5 stars Terrible, May 11, 2009
This book is all over the place and is hard to follow. The author mixes various subjects with no obvious focus and throws code listings at you that you don't know where to place.

Probably the worst programming book I own.
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Most Recent Customer Reviews

1.0 out of 5 stars Frustration
I saw the Thomson logo at the top left on the front cover and thought it was textbook quality. I was dead wrong!! Read more
Published 19 months ago by Hemingway

5.0 out of 5 stars designing games
This programming book was just what my son was wanting. He thinks it will really help refine his gaming progams.
Published 22 months ago by Lisa Keeney

1.0 out of 5 stars Made me Dizzy
It's ironic that a programmer would be so terrible at giving directions. To start out with, the directions for setting up SDL (a necessary programming toolkit) were almost... Read more
Published on March 19, 2007 by Jeffrey R. Brown

4.0 out of 5 stars A graded learning approach
Erik Yuzwa's GAME PROGRAMMING IN C++: START TO FINISH will lend particularly well to prior C++ programmers and users who want to learn game programming. Read more
Published on April 13, 2006 by D. Donovan, Editor/Sr. Reviewer

3.0 out of 5 stars Fairly good
Overall, the book is fairly useful. However, it lacks several things:
1. Contains many snippets of code that cannot be determined where they go
2. Read more
Published on March 25, 2006 by Java lover

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