- Paperback: 1200 pages
- Publisher: Sams; Pap/Cdr edition (July 1, 1994)
- Language: English
- ISBN-10: 0672305070
- ISBN-13: 978-0672305078
- Product Dimensions: 7.5 x 2 x 9.2 inches
- Shipping Weight: 3 pounds (View shipping rates and policies)
- Average Customer Review: 22 customer reviews
- Amazon Best Sellers Rank: #1,437,909 in Books (See Top 100 in Books)
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Tricks of the Game-Programming Gurus Paperback – July 1, 1994
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This comprehensive book explains the concepts and ideas behind the development of a flight simulator, a 3-dimensional walk-through game, and the utilities used to manipulate video, audio, and input devices. "Unveils hundreds of secrets, tips, tricks, and techniques . Teaches readers about advanced bitmap graphics, synthetic intelligence, 2-D graphics, I/O basics, and how to build an authentic flight model and user interface . CD-ROM includes all of the sour". Covers IBM & Compatibles. -- Sams Pub.
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The first few chapters on I/O and 2D and the later chapters on AI and interrupt handling provide more than enough to begin programming your own games using C in DOS (DJGPP compiler is great for this - the web of course provides the rest).
The chapters on 3d ray-castering, etc, provide a good understanding for how Wolf-3D might have worked, but falls slightly short of Doom. This is not such a bad thing if you are new (as I was) to games programming. Less forgiving though, was the disappointment to find that after reading the whole book, the final chapter does not deliver on coding a 3D game with monsters, etc. I can understand that after the effort of all the previous chapters with their carefully-coded examples, the author may have been keen to finish the book, but it was like a finishing a game without a "Hey you just won now watch this ultra-cool sequence" ending.
That aside though, this is an exceptional book for beginners to game programming. After reading it, you will be able to look at any game and start to see the cogs ticking behind the scenes. If nothing else, it will give you an appreciation of the programming effort put into games. For those seeking instant gratification with Windows/directX games, this book can be skipped. But for those with an interest in learning games programming, I couldn't think of a better place to start.
If you are a beginner and know nothing about 2D or 3D graphics, buy this book. But, if you know all you want to know about 2D graphics, go looking for another book that explains 3D graphics in depth like one of the OpenGL or Direct3D books.