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OpenGL Game Programming w/CD (Prima Tech's Game Development) 1st Edition
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About the Author
Dave Astle received his bachelor's degree in Computer Science from the University of Utah, where he specialized in graphics, artificial intelligence, networking, and compiler theory and design. He has been programming games professionally for several years, and is currently a senior engineer in the Gaming and Graphics group at QUALCOMM Inc. He is the cofounder and Executive Producer of GameDev.net, the leading online community for game developers. He is the co-author of OpenGL Game Programming, has contributed to several other game development books, and has spoken at industry conferences, including the Game Developers Conference. When not absorbing radiation from his monitor, Dave enjoys music, reading, skating, collecting rhinos (not real ones¿ yet), and playing with his five kids. He lives in San Diego, California.
Top Customer Reviews
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.
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.
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.
It also has some flaws. The particle engine is sorely lacking in terms of examples and somewhat in its flexibility. I really wish the guys had spent more time on comprehensive material on the different types of matrices, though the matrix math section is good despite this. Texture coordinates needed more coverage. It would have been very nice for them to have used SDL or another cross-platform library for input and sound, because one of the main purposes of OpenGL is portability, and DirectInput/Sound lock you into the Window platform. Also note that the first printing books have no source included(...).
This has been corrected in successive printings.
It may seem like I'm tearing this book apart, but I assure you I'm not. Most of the flaws I mentioned were very minor in comparison to the brilliance of the good points. This book was the sole impetus for my finally buckling down and learning OpenGL after months of trying. It has volumes of useful information for any skill level, and I would most definitely recommend it as a first read for anyone interested in using OpenGL for games.
Warren 'zealouselixir' Moore
Most Recent Customer Reviews
It's really dated for 2015. It mentions how revolutionary the making of Wolfenstien 3D is lol. It's really well written and conclusive for the time. Read morePublished 11 months ago by Bryan Anderson
This book taught me Physics and Matrix Math before college did and explained it in a much clearer way. Great job. Also, I believe it's a programming book as well. Read morePublished 20 months ago by Bennett
I might forgive the fact that the book is "Windows Centric" as other people called it.
Its worse than that: It is bad windows code. Read more
This is basically a very good tutorial on OpenGL. The code is good and you can follow it to make 3D fun things on your computer. Read morePublished on September 28, 2013 by Josef C. Tran
I was taking a class on 3D graphics, and we were told to use Java openGL (JoGL) because this school focuses more on java. Read morePublished on January 9, 2011 by rob
The book is good and well organized. It is very focused in 3D game programming, based in OpenGL and DirectX. Read morePublished on March 6, 2010 by Guilherme R. Lampert
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 morePublished on March 17, 2009 by Charles William
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 morePublished on January 14, 2009 by B. HARRIMAN
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 morePublished on November 12, 2007 by Louis Ingenthron