- Series: Expert's Voice in Open Source
- Hardcover: 290 pages
- Publisher: Apress; 1st ed. edition (September 26, 2006)
- Language: English
- ISBN-10: 1590597109
- ISBN-13: 978-1590597101
- Product Dimensions: 7 x 0.8 x 10 inches
- Shipping Weight: 1.6 pounds (View shipping rates and policies)
- Average Customer Review: 20 customer reviews
- Amazon Best Sellers Rank: #2,888,900 in Books (See Top 100 in Books)
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About the Author
Gregory Junker has more than a decade of large-scale software engineering experience. He has been working with 3D and game programming for five years. He is lead designer and engineer on an ambitious combat simulator game targeting next-generation technology.
Top customer reviews
This book is 245 pages, not including appendixes A and B, in brief:
Chapter 4 is "Ogre First Steps", you're kidding right! this is not a topic for a PRO!! so why is this chapter FOUR?? this chapter ends at page 75, so using some simple math we can be sure that 30% of the book is completely BASIC.
Chapter 8 is "Ogre Render Targets", now (finally) the book is becoming interesting for someone who wants to become a Pro, "great!!" you may think, but wait! oh my good! we're already in page 159! there's just 86 pages left, again, using simple math, we can say that only 35% of the book is for Pro.
So if you think that contents that a Pro wants to know and must learn (like Render Targets, Animation, Billboards, Particles, Shadows and Compositing, the actually next chapters) can be fully covered in 80 pages, I must say you are completely wrong, so this book is for no one, just skip it!
I must also say that this book lacks of extensive and detailed information. With this book you won't be able to write a single line of code different from what you've already done, if you've already gone thru some basic tutorials from the Ogre main page.
Finally, what breaks my nerves is the "Foreword" from Steve "sinbad" Streeting, Founder of the Ogre Project, probably Steve is Gregory Junker's (author of this book) best friend, or he didn't have the time to even open the book to check it out.
I gave it four stars instead of five because the book lacks some things such as a CD, and a list of Ogre's datatypes. A larger font would be nicer, and the book could be longer. These are decisions which were made by the publisher, and do not refect on the author.
All in all, I would not hesitate to recommend this book to anyone who wants to familiarize themselves with Ogre, or just get some insight into what makes a great 3D gaming/application engine.
The examples in this book... suck. They're terrible. Everything is simply copied (often incorrectly!) from the freely available Ogre samples. What's more, any explanation of this code is purely cursory, often suggesting that the reader "Check the website for more details," which are apparently too involved or lengthy for inclusion in this $35 hardcover text on Ogre. Oops.
Perhaps I've been spoiled by the OpenGL programming guide. For one reason or another, I've come to expect concise examples that illustrate a single idea presented with plenty of discussion on how this idea might be used in practice and some exposition as to what features exist to allow one to best do so. Compared to this expectation, what this book manages to give you is a tiny sampling of a semi-relevant example drawn from the SDK's sample projects, partnered with the name of the classes and member functions involved in said example all laid out in a nice monospace font, and that's about the sum of it (give or take one or two sentences of description-- sometimes). For instance, while one whole page is dedicated to a laundry-list of the Camera's member functions (clearly copied wholesale from the header file with minimal corrections), maybe three or four functions for interacting with the scene graph are *shown* (not presented) in the context of-- you guessed it-- a small subset of some Ogre sample project. This and some sample code showing how to query the scene in one or two ways is basically all you get from the ~30 page chapter dedicated to the subject.
Often times, the author spends pages upon pages singing praise to a particular feature of Ogre (render queues, techniques, LOD, schemes...), proceeding thereupon to omit any sort of actual explanation of how this feature is used later in the text. As you might imagine, this habit becomes quite annoying by the third or fourth time it occurs. Worse, still, is that any discussion that *is* presented by the author often culminates in a lacking, vague, and ambiguous description that ultimately fails to convey any sense of "The Big Picture." For one reason or another, the author seems convinced that a six line code snippet from the SDK is sufficient to explain just about everything there is to know about, say, Materials or SceneManager instances. And in the end, you feel *almost* as inexperienced with this library as you did when you originally set out to learn Ogre. Of course, by the time you've finished this book, you'll also have learned the valuable lesson that the website is really quite good-- but I'd bet that's not exactly the lesson you were planning to take from this book when you plunked down your money for it in the first place.
One final criticism: be warned! When this book first arrived, I was quite surprised to discover just how thin it was. Before you assume that it's because this book is concise and to-the-point also note that the print is TINY. It's a real pain that the publisher decided to cut corners and use a 10 point font to cut down on page count all the while selling this text as a clunky hardcover book! This, coupled with the numerous typos, bugs, and inconsistencies make for a very unprofessional read. If this were a freely available tutorial you could find somewhere on the website, I'd give it 4 stars. But this is a pricey, hardcover book that's supposed to be professionally edited, organized, and polished; hence, it gets 2 stars.
Okay, okay. This book isn't entirely bad. It's always nice when an open source project becomes big enough to warrant a book. And I'm sure that the author had fine intentions when setting out to write this text: some of the chapters do manage a decent description of their subject matter, and the author's enthusiasm for Ogre is quite evident in his writing (which can be amusing, at times). Unfortunately, however, this book is just not there yet: it is a thorough sales pitch, a high-level tutorial, and many suggestions to visit the website; expect nothing more.
My suggestion? Take his advice, and save some money. Visit the website and skip this book.
Most recent customer reviews
1. Hardcover? why?Read more
The only disadvantage is that you need a good amount of freetime...Read more