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Tricks of the Windows Game Programming Gurus (2nd Edition) 2nd Edition

4.2 out of 5 stars 70 customer reviews
ISBN-13: 075-2063323694
ISBN-10: 0672323699
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Editorial Reviews

From the Back Cover

Tricks of the Windows Game Programmin Gurus, 2E takes the reader through Win32 programming, covering all the major components of DirectX including DirectDraw, DirectSound, DirectInput (including Force Feedback), and DirectMusic. Andre teaches the reader 2D graphics and rasterization techniques. Finally, Andre provides the most intense coverage of game algorithms, multithreaded programming, artificial intelligence (including fuzzy logic, neural nets, and genetic algorithms), and physics modeling you have ever seen in a game book.

About the Author

Andrè LaMothe (a.k.a. Lord Necron) has been programming for over 24 years and holds degrees in mathematics, computer science, and electrical engineering. He has written numerous articles on the subjects of graphics, game programming, and artificial intelligence. He is the author of Tricks of the Game Programming Gurus, Sams Teach Yourself Game Programming in 21 Days, The Game Programming Starter Kit, The Black Art of 3D Game Programming, and Windows Game Programming for Dummies, all bestsellers. In addition, he coauthored Ciarcia's Circuit Cellar I and II. Mr. LaMothe has also taught at the University of Santa Cruz Extension Multimedia Department.

Last, but not least, Andrè is the founder and CEO of Xtreme Games LLC (www.xgames3d.com) and the Xtreme Games Developers Conference (www.xgdc.com). He can be reached at ceo@xgames3d.com.


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Product Details

  • Paperback: 1088 pages
  • Publisher: Sams; 2 edition (June 29, 2002)
  • Language: English
  • ISBN-10: 0672323699
  • ISBN-13: 978-0672323690
  • Product Dimensions: 7.4 x 2.3 x 9.2 inches
  • Shipping Weight: 4.1 pounds
  • Average Customer Review: 4.2 out of 5 stars  See all reviews (70 customer reviews)
  • Amazon Best Sellers Rank: #166,181 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

Format: Paperback
I love this book. I've been trying to learn game programming for a couple of years now and until now have been beating my head against the wall. This book is like a cook book. It's not just a lot of theory and neat ideas thrown together, it really walks you through the process of creating a game. This book is for beginners and people like me who learn by doing. I can decipher the other books I have now that I've gone through this one. I look forward to Volume II, I can't wait.
The CD on the book also contains some good ebooks and other useful information. One of the ebooks is on the basic principles of 3D and some rendering algorithms the other is pretty good book about setting-up and using Direct 3D, however, it appears that it is DirectX 6 or 7, not version 8. The CD also contains trial software for game programming.
I recommend you know C/C++ before you try this book. I've only had a couple of semesters of programming in college and it seems to be enough to understand the book.
Thank you Andre LaMothe, someone needed to write this book.
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Format: Paperback
I've been programming using C for several years, mostly for business, and have recently wanted to get into game programming. I wasn't sure where to start (at all), and there must be a few dozen books on the subject. After flipping through some of them, I came across this one-- I couldn't believe it!! All of the others just jump right in and throw tons of Directx and whatnot at you, seemingly assuming you already know all of the basics of Windows and game programming. Andre, however, starts off assuming you know almost nothing (except a bit of C, but there's even a C/C++ tutorial in the back!) and teaches you everything, from basic Windows programming, to setting up a game engine, game logic, all of the basic math you'd need to know, DirectX, bitmap graphics, artificial intelligence, sound, input....totally unreal. I didn't think you could get it all into one book!
The best part of the book as a whole is, Andre' goes into the gritty details and behind-the-scenes operations of every little step and programming function that goes into 2D and 3D video games. It seems that other game programming books just show you tons of code with brief explanations of what the code does-- very confusing. Andre, on the other hand, is clear and specific (and has a great sense of humor!)
So if you're looking for a game programming book that starts basic then digs way, way deep and covers ALL bases, this is the one for you!! Thanks again, Andre.
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Format: Paperback
About time someone wrote a book to cover new topics like the new DirectX 8 Graphics in plain english and AI, among other things..
Lamothe's book helped me take my programming beyond the PC to do the coolest things. I have never seen anyone explain AI in a game book, his coverage is extremely deep, and very practical, eventhough his coverage of esoteric topics like NNs is small, his coverage of fuzzy logic has got me thinking of completely new ways to do things.
Great going, Andre Lamothe, keep things great books coming!! Shame on people who want to knock you for making money on a book. You deserve it, I for one would not have the attention span to write a 500+ page book.
Finally, whoever the immature boyz that wrote those useless reviews are, its obvious you haven't read the book or looked at the CD, on the CD there are 2 complete 3D ebooks on Direct3D, and general 3D, the general 3D book is Excellent, the Direct3D book is fair, but all in all no where will you find this much information, and this much value.
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Format: Paperback Verified Purchase
I want to start this review off with a warning: this book does not teach you programming! Unless you already have an intermediate knowledge of C or C++, this book is not for you. What this book does is teach you the fundamentals of game programming. It explains just enough of the Win32 API and DirectX to get you started in making 2D (or text) games. The majority of the book is explaining exactly how 2D game programming works and the process that you must go through. As you progress through the book, you build a 2D rendering engine that you can use as a platform to build off of. As a C++ programmer, I will be starting from scratch (since 99% of his code is C, but he admits to this). The AI and physics sections are extremely well done and useful. There are a few minor issues I have with this book, but nothing that would reduce it's score. 1) The book uses DirectDraw7 (not DirectGraphics which is the newest DirectX API). But you're not doing extremely fancy things, and this book never claimed to be a DirectX guide in the first place. 2) There are many places where C++ would make things a lot cleaner. He admits this to the reader himself. Again, this is not a programming book, and C is the author's natural language, so if you have problems then deal with it. Other than that, this book is great. I'd recommend it to anyone looking to get a foundation in game programming!
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By A Customer on May 18, 2003
Format: Paperback
I find few technical books out there that hits the mark of their intended audience, and fewer still that hooks the reader for most of the entire book.
So, I was surprised that this book is both. It is intended for the complete novice to an intermediate developer who wants to learn more. Anybody who has no experience in game programming can pick up this book and be knowledgeable after reading it. You only need a knowledge of C to begin with. (Java, C++ or C# are fine too.)
So now you think you got a good book even if you don't know anything about game programming? Well, that's not the whole of it. The author's writing style, sprinkled with jokes, is so smooth, it will help you get through even the toughest technical lessons in the book. I finished reading 3 chapters on COM and DirectX and I couldn't believe I understood them at first reading. ^_^
In short, this is the most worthwhile and easiest read I've had in a while from a technical book.
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