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Programming an RTS Game with Direct3D Paperback – October 11, 2006

4.2 out of 5 stars 10 customer reviews

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Product Details

  • Paperback: 500 pages
  • Publisher: Charles River Media; 1 edition (October 11, 2006)
  • Language: English
  • ISBN-10: 1584504986
  • ISBN-13: 978-1584504986
  • Product Dimensions: 9.2 x 7.4 x 1 inches
  • Shipping Weight: 2 pounds
  • Average Customer Review: 4.2 out of 5 stars  See all reviews (10 customer reviews)
  • Amazon Best Sellers Rank: #599,153 in Books (See Top 100 in Books)

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Top Customer Reviews

By Adam Larson on November 3, 2006
Format: Paperback Verified Purchase
I had been working on a 2D RTS game for about 4 months, once I saw this book I was immediately interested. I've been reading the book for about a week now and all I can say is that it was well worth the money. The examples on the CD are excellent. The terrain rendering is done really well, most of my previous experience with books teaches you how to render a terrain and spread on texture over it. Carl Granberg takes this a lot farther by showing how to break the terrain up into subsets so they can be culled. He also shows several techniques using shaders and textures to create really cool looking terrains. The bad thing is that it is going to take me a long time to fully understand everything that is happening. I am so excited about this book that I just can put it down.

I've been making a goal of typing in the code he has and then modifying it in some way so I really understand what is happening. The main thing this book does is it builds a really good foundation for creating a full RTS game. Not to mention the book comes with prebuilt projects for Visual Studio which is something a lot of books leave out. The code is really well organized, and I've found very few errors in it. I have been working on my own framework for my games for a while, and have created several 2D games, but now it is time to incorporate what this book teaches so I can use it to create 3D games of any type. I am really looking forward to the chapter on creating the minimap.
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Format: Paperback
I agree with the previous post.

Since most of the code is not included in the printed book which is actually pretty small it would be nice if the code actually compiled on a modern compiler like VS2005.

I didn't see anything in the book that actually mentioned what compiler or DX SDK the authors used to compile the code but it must've been VC 6 or earlier since the first problem with the code is using for loops with a variable that goes out of scope because of newer scope rules in VS2003 or higher.

Second problem is that most of the code is linked with directshow which is no longer included with DirectX SDK.

If the authors at least included some sort of contact information or webpage at least we could have a chance of getting this code to work but I wasn't able to find anything.

Maybe they could reply to this post.

The only reason I'm not giving the book less stars is that is actually concludes with a game demo is that is pretty damn good almost like age of empires 1 quality. And I've never seen a game programming book with a better quality demo and I own almost 100 or more!
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Format: Paperback
I am a computer science professor who reads scores of game dev and C++ books every year. I have a really hard time choosing a textbook for many upper-division game courses, and rarely have time to read them all. I was really upset when the book initially came out with buggy examples that would not build with VS2005 and would crash a lot, so I had to shelve it for a couple years. Now, returning to the book again while perusing the Amazon reviews, I find that the author, Carl Granberg, released an update of the book's sources with new VS2008 projects and bug fixes, and everything works great now. More than great...

This is the single best book on Direct3D 9 I have ever read, and I am using it as the primary resource for two courses--DirectX II and Game Engine Development. Here are the all-important topics you will learn here that are half baked in every other book I've read:

1. 3D heightmap terrain generation, with a progression from simple to complex with over a dozen examples of each step the author took while developing the landscape for his rts example. THIS ALONE is worth the price of the book! No other resource explains dynamic terrain as well as Granberg does here.

2. Mesh file modeling, loading, rendering, and animating. ALSO worth the price of the book. It's so well done that Granberg is writing another book just on this topic. Character Animation with Direct3D.

3. HLSL shader programming: glow effects, fog of war, team colors. ALSO worth the price of the book. Very good practical real-world use of shaders rather than the usual (Engel, et al) over-hyped approach to the topic. Easy to grasp due to Granberg's excellent pacing and well-described techniques.
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Format: Paperback Verified Purchase
This book covers most of the essentials topics in the RTS development.

Pro:

- the code is clear and easy to understand

- it covers topics such as fog of war, building units, simple AI, networking, and special effects

- the author is helpful and updates his code to reflect the Visual Studio 2005 version.

- a working demo at the end for you to see!

Con:

- the chapter that teaches you how to create a model 3Ds Max could have taken out and uses it for something else like more advanced AI topics.

- With the 470 pages of materials total, some of the explanation were briefly explained.

Overall, I think it's a good read book to show the really simple and basic features of most RTS games have.
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