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Paperback Isometric Game Programming with DirectX 7.0 w/CD Book

ISBN: 0761530894

ISBN13: 9780761530893

Isometric Game Programming with DirectX 7.0 w/CD

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Format: Paperback

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Book Overview

Isometric game programming is an alternative to 3D programming and can achieve the same level of graphical images. This guide provides developers another way to get involved in developing and playing... This description may be from another edition of this product.

Customer Reviews

5 ratings

Great entry point to game development

This is one of the most well written, easy to understand game programming books I have come across. The author obviously knows the subject matter quite well, and knows how to present it in a clear and consise manner. If you're a competent C/C++ programmer, but just getting started in game programming, this is a great place to begin. Although the focus of the book - isometric games - is a bit narrower than books like Tricks of the Windows Game Programming gurus, I think you'll be more satisfied with the look of the isometric games you create. In addition, the basics of DirectX and Windows programming are covered in a very understandable manner. If you're already a game programmer, and just want to pick up some iso techniques, feel free to skip the first part - there's nothing new there. Although the book's title includes "DirectX", the isometric algorithms are not API dependent, and can be easily adapted to other APIs (I was able to convert them to OpenGL in a matter of hours). My only complaint about the book is that the author obviously lost steam near the end, with the number of demo programs and code samples dropping to a trickle. This also means that there is not a complete game included with the book. However, there is enough good material otherwise that I'm not going to count that against it.

Most Useful I've seen to date

OK, this is not a book for raw newbies. Given that, the basic gloss-over of directDraw and Win32 is a bit redundant. However, I found the directSound chapter useful, as most books ignore that aspect.Given that, I will admit that I already know my way around DirectX and my current Iso project, being in Java, I didn't really need the DirectX parts. However, Ernest provides some WONDERFUL helper functions for budding DirectX programmers and doesn't hide things in yet ANOTHER framework. When the book gets into the guts of Iso programming, things really take off. Don't expect to glean everything out of it in the first read (which, unfortunately, too many think is possible). Read it until you get the basics down, and refer to it from then on. Since reading this, I've come a LONG way toward my own Isometric engine, and am still impressed with the information I can glean from it daily. I refer to his book at least once every couple of days. Ernest has always been a great help to the game programming community with his online tutorials and forum on GameDev.net. This book takes his knowledge and skill and passes this information on. In a world where most game programming books are simply C++ tutorials filled with a few examples, it's good to see all the theory in building an engine in one place.Get the sequal out, I'll pick it up too.Richard Ashkettle (aka Eboz)

Highly recommended!!!

What a incredibly well done book! I have followed Ernest Pazera's articles and work for a very long time in the Gamedev.Net community and I will say that this book is Ernest at his finest! And with the added touch of Andre' LaMothe, it makes this book a programmer's gem. I know that there are a great many aspiring game programmers who will find this book to be the book they have been waiting for. I'll explain what amazed me about this book: It starts out giving a short review on Windows programming, and GDC (which is good, since sometimes it's easy to forget some of the basics). It's followed with a course in DirectX, and DirectSound, which are given in a way tailored toward our goal of making an isometric or tile-based game. Then the book just takes off. You'll find wonderful chapters on isometric game design, and the overview on how to create your game engine. The chapters that follow cover tile-based programming and tile-based AI and (my personal favorites of the book) chapters on how to handle objects and characters in your game. And it's all done in a very easy to understand and straight-forward manor. He completes the book with chapters on how to make your game's transition into the world of Direct3D. I've been doing tile-based games for years, and yet I found TONS of things in this book that I didn't know. And I think that's one of the main reasons this book is so well done: it's done by a man who loves iso-game programming with an incredible passion, and HE KNOWS HIS STUFF. I do agree with Dino, though, that one would want to have at least a bit of understanding on game programming before delving in, as opposed to hitting it right at the start. And like Dino said, it makes a GREAT reference for all of those who may have been in the business for a while. Ernest, you've done a wonderful job on this book. Doing a good book on iso-game programming is no easy task, but you have pulled it off perfectly. Bottom line: THIS IS A DEFINATE MUST-BUY.

Great Book!

Isometric Game Programming with Directx is a perfect read for the Intermediate/Beginner game programmer wanting to program a game using the unique style of an isometric view. Isometric games are now traditionally used for RTS games and RPGs such as the Diablo series. Through the first few chapters Mr. Pazera explains how to set up a win32 program, and shows the ins and outs of win32 graphic programming like GDI and such. After that, he goes into DirectX with DDraw and Direct Sound. All this information is for setting up what the book is really about, Iso Programming. The next several chapters shows the techniques of Iso games, specifically tilebased fundametals with rendering. You can tell that the author knows his stuff, as he covers almost everything that comes to my mind about Iso engines. Finally, the last few chapters goes over how to incorporate direct3d with iso programming. It's a short section, but enough to get you started with direct3d. I recommened this book for anyone that is interested in this area of programming(iso, tile, or hex based games). Overall, it is a very easy read and the source is well documented. TANSTAAFL knows what he is talking about, and his writing style is friendly and not dry at all. Two thumbs up! =]

A review from an experienced isometric game programmer

This book is a must have for anyone who plans on writing an isometric based game. It covers the basics of isometric, various techniques used by more advanced programmers, and explains the theories behind some aspects of isometric game programming. Even though you may not use DirectX 7, it is very useful as a reference guide and most likely you will learn something new from this book.The bottom line: Use it as a reference book for you more experienced programmers or as a tutorial for all you new programmers. Either way, I highly recommend having it and reading it.Happy Reading and Kudos to Mr. Pazera.
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