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Advanced 3D Game Programming With Microsoft Directx 8.0
Among the topics discussed are: * Lighting and shading schemes * Networking and multithreading * Texture mapping * Scene management
Along with several sample applications that target specific algorithms, full source code is provided for a client-server networked 3-D first-person game that demonstrates many of the techniques discussed in the book. This gives readers the opportunity to develop their own code easily, basing it upon the technology discussed in the book.
- ISBN-10155622513X
- ISBN-13978-1556225130
- PublisherWordware Publishing, Inc.
- Publication dateOctober 25, 2001
- LanguageEnglish
- Dimensions7.54 x 1.64 x 9.26 inches
- Print length564 pages
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- Publisher : Wordware Publishing, Inc. (October 25, 2001)
- Language : English
- Paperback : 564 pages
- ISBN-10 : 155622513X
- ISBN-13 : 978-1556225130
- Item Weight : 2.78 pounds
- Dimensions : 7.54 x 1.64 x 9.26 inches
- Best Sellers Rank: #9,475,962 in Books (See Top 100 in Books)
- #77 in DirectX Software Programming
- #854 in 3D Graphic Design
- #4,276 in Computer Graphics
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It does provide some interesting insights into network based game interaction and an interesting chapter on game AI. It also provides some interesting source code relating to a networkable game engine.
However, it covers the same old entry level "this is how 3D stuff works" and "this is how to initialize direct3D" that Non-Advanced books cover as well as numerous other introductory features out of place in an "Advanced" book.
And, unfortunately, when all is said and done, most of the really Advanced material is covered in a less than thorough manner. Many truly important topics in advanced Direct3D like Animated character mesh objects (Skin and Bones) are covered skimpily at best.
Also, at least on my system (1.4ghz 64mb Geforce3), the example codes performance was much less than you would hope for. The main Game engine codes primary example is only usable in a networked client / server environment. Maybe if theyd said Networked Game Programming instead of Advanced it would have been better.
All in all, If you are a Direct3D programmer and especially if you have a genuine interest in client server based games, it is probably worth owning this book for the odd bits you can pick up. Peter still knows a great deal more about D3D than I do and I will no doubt buy any more books that he continues to make.
Frankly though I wish Peter would go back to the style of his previous book and make a Advanced version of it. Perhaps building on the starter Game engine he provided in that maybe adding collision detection, character animation sequencing and actual game construction info.
The problem is that alot of us learn via examples. This book has page upon page of code for the author's library, but only a handful of examples in the book. The biggest gains I get from a book is when I can work thru the most basic example, isolating each piece as the author covers it. A full fledged networking game comes with the book for you to improve and build upon. This is a great concept, but I would have learned sooo much more if the author would have isolated each part of the game that pertains to the topics covered and gave mini examples so that I could see how everything works. If the author produced a "workbook" to go with this text, alot of the concepts would be easier to learn.
The author slacks on Collision Detection and Game Physics as well as descriptions to some of the code. He lets "the code speak for itself". It is a great reference book, but it will not teach you how to be an Advanced Game Programmer. I consider myself an intermediate game programmer, but I didnt advance much with this book because I couldnt visualize the concepts the author was trying to get across.
Good luck with this book. I would recommend buying it, but dont plan on it being the only book you buy.
When I received this book for christmas however I was delighted to find that right from the start every peice of code is explained. The author also explained the advantages of various operating systems and programming langauges, which I found quite usefull. I was also pleased to see that the book not only explained just the direct X programming langauge, but also covered many other aspects of game programming, such as the creating of windows, using the message pump and various other functions in the windows API. The CD which comes with the book also contains some very usefull source code including the Quake 3 engine source code.
To sum things up this is a great book, for programmers who wish to write efficient code and understand what they are actually writing. I would recommend it to Advanced programmers, Intermediate programmers and possibly even ambitious beginners.






