- Paperback: 288 pages
- Publisher: Pangea Software, Inc. (October 2004)
- ISBN-10: 0976150506
- ISBN-13: 978-0976150503
- Package Dimensions: 9.1 x 7.2 x 0.9 inches
- Shipping Weight: 1.1 pounds
- Average Customer Review: 6 customer reviews
- Amazon Best Sellers Rank: #5,846,928 in Books (See Top 100 in Books)
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Pangea Software's Ultimate Game Programming Guide for Mac OS X Paperback – October, 2004
I think even experienced programmers will learn from this book. -- Lane Roathe, Ideas from the Deep, 2004
If you want to learn from the Master, then this is the book for you. -- Phil Sulak, Westlake Interactive, 2004
This is the must-have book for any aspiring Mac game programmer! -- Tuncer Deniz, Inside Mac Games, 2004
About the Author
Brian Greenstone has been programming games for Apple platforms since 1982, and has been responsible for such popular Mac hits as Bugdom, Nanosaur, Otto Matic, Enigmo, Cro-Mag Rally, and more!
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There are a number of things covered in this book that you can't easily find elsewhere. For example, I'm fond of stereoscopic 3-D (which has become better enabled on the newer Mac hardware). This is one of the few books to cover stereoscopic 3-D programming on the Mac.
I was also interested in it's chapter introducing techniques for copy protecting your software.
And, of course, there's the CD with some of the sample code (though, I haven't tried that, yet).
I'm happy with it, and found it to be worth the money I spent.
This book deserves 5 stars, but with missing pages it obviously rates far lower than that, unfairly for the author unfortunately. Clearly I'll be returning it, and will look to another source where I can examine the book personally before purchase. This is the first time I've ever had this happen, and do not regret buying it online. However, sometimes things go wrong...
Edit: As my comment indicates, the book was replaced by the author. He was very considerate and sent the replacement promptly (much more promptly than my update of this review!) I have now revised this review, upping the rating to 5 stars.
I agonized over giving this book 4 stars or 3. There are some opinions on how to develop software that are at best questionable (for instance, that polling input devices is OK because your game is supposed to run at 30fps; the Mac is a preemptive multitasking OS; one can't guarantee any frame rate) but I decided that it was helpful enough that I'd ignore the opinions I disagreed with as there's some chance I'm not perfect either. ;-)
You should be aware of what this book isn't, however. It isn't a complete, how-to-create 3D games book. It won't tell you about AI, or teach you OpenGL. By itself, it doesn't contain everything you need to learn to program games on the Mac. Combine it with a good book on OpenGL and perhaps one on game design in general, however, and you'll be well armed to become a game programmer.
Although not written for that purpose, it'd also be a great resource for anyone considering porting a Windows or Linux OpenGL game to the Mac.