Tricks of the Windows Game Programming Gurus Subsequent Edition
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Andre Lamothe
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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
- Publisher : Sams; Subsequent edition (June 1, 2002)
- Language : English
- Paperback : 1063 pages
- ISBN-10 : 0672323699
- ISBN-13 : 978-0672323690
- Item Weight : 4.04 pounds
- Dimensions : 7.25 x 2.25 x 9 inches
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Best Sellers Rank:
#559,713 in Books (See Top 100 in Books)
- #334 in Microsoft OS Guides
- #339 in Computer Operating Systems (Books)
- #1,530 in Computer Programming Languages
- Customer Reviews:
Customer reviews
Top reviews from the United States
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Part 1, chapters 1-4 cover windows programming. Most of this isn't very interesting. Except that it covers how a game is structured: 1. Initialization; 2. Enter game loop; 3. Retrieve Player Input; 4. Perform AI and Game Logic; 5. Render Next Frame; 6. Synchronize Display; 7. Loop; 8. Shutdown.
Part2, Chapters 5-10 cover DirectX and 2D Fundamentals. This stuff is very interesting. Remember that algorithm you read on how to draw a line. Well you can see it here in action. Remember reading about collision detection. It's covered. You may want to look at other books with more detailed explanations, but this book shows that stuff in action.
Part 3, Chapters 11-15 cover Hardcore Game Programming. This section shows how AI, and physics are involved. For a better understanding of AI, you may want to read Programming Game AI by Example by Mat Buckland. That book is inspiring. The last chapter puts it all together to actually make a simple asteroids game.
In college I took a calculus class here, a physics class there. Each class was taught in a vacuum. It wasn't until I read this book that I saw how all the material I learned in college was interconnected. Sure you'll have to read a book on Physics, and another on AI, but this book shows you how to put them together and build a game.
- He uses DirectX 8.x interfaces for DirectSound, DirectMusic, etc. but STILL continues to use the DirectX 5 interfaces for DirectDraw. In case you don't know, DirectDraw was abolished by Microsoft in DirectX 8.x to make way for an new architecture to make Direct3D better. This doesn't mean that using DirectDraw is wrong per se, but a new edition of an old book SHOULD use this new architecture to be current (and not even current at that as DirectX 9 comes out 11/02 and promises even more architectural changes...). He should be using DirectGraphics (DirectX 8.x) or better yet show programmers how to use Texture-Mapped Polygons instead of 2D sprite so you can get 3D acceleration for your 2D game.
- I found a GLARING error in the first edition of this book and guess what?!? It WASN'T fixed in this edition. In the first edition (page will be different for this edition) page 932 he states that to free the memory for a dynamically allocated C++ array you do :
delete x;
Well if you follow this code what you will get is a NICE, BIG, FAT MEMORY LEAK!!!
It should be :
delete [] x;
The reason is the "delete x;" will only free ONE element, NOT an array. This will free the first element of x and leave the other 999 elements dangling off in memory space! DO NOT DO THIS! Professional programmers _rarely_ make this mistake so don't write ... code and leave memory leaks all over the place.
With all that said, I can't really recommend this book if you already own the first edition. The changes are nothing you couldn't get by reading the DirectX SDK help and implementing it yourself. Also, by not staying truely current this book is a weak reprint at best. Still, if you're just starting and don't own the 1st ed. this would be your best bet for getting into game programming. Just make sure you know C really, really well because you'll use all of it in game programming, especially pointers!
Top reviews from other countries
Very useful and reasonably quick to understand.
Usual poor attempts at humuor which become tedious after a while.






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