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Paperback Learn Computer Programming with Direct X 7.0 [With CDROM] Book

ISBN: 1556227418

ISBN13: 9781556227417

Learn Computer Programming with Direct X 7.0 [With CDROM]

Another addition to the Wordware Game Developer's Library, Learn Computer Game Programming with DirectX 7.0 provides beginning programmers with the foundations of computer game programming using... This description may be from another edition of this product.

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Format: Paperback

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Customer Reviews

5 ratings

Learn the complete game development process

If you have a true desire to learn how to program and create video games but can not seem to get started on your own, this book is just what you are looking for. Dr. Parberry not only presents the fundamentals of creating a solid game engine, but he teaches the thought processes needed to do so. This book is devoted to creating a complete video game, one logical step at a time. Each chapter is accompanied by easily compiled code that demonstrates the development process. The game that Dr. Parberry creates is simple in concept, making each lesson easy to comprehend. Do not expect to learn advanced 3D and rendering techniques. Such concepts were appropriately left out. Including such techniques would do nothing more than muddle attempts to teach novice game designers to create solid, functioning games.The programming style was also kept as simple as possible, allowing novice programmers to solidify their C++ experiences. Dr. Parberry is a professor of computer science and it shows. His ability to discuss and display sound programming techniques should be invaluable to any novice programmer.By studying this book, I gained the knowledge necessary to create my own video game. Within two months of buying this book, I had finished my game demo and shared it with several professional game developers. Within a few weeks, I had received two job offers. I assure you, my demo was the pivotal component that got my foot in the doors of both companies. If you are serious about joining the game industry, make this one of the first books you buy.

Excellent entry point to DirectX and game programming

This is an excellent book, but only for certain people. You have to already have a good grasp of C++, including inheritance and so on, and if you have even a relatively little experience with DirectX or Game programming, you will probably find it a little simplistic. If you expect to create Diablo II or AOEII or some game on that level by reading this book, you need a thorough reality check before you buy ANY book. If you understand c++ and want a good way to start game programming, this book is excellent. Each chapter builds very clearly on the previous one, telling the steps in creating a simple side scrolling game. Some people complain that the game sucks. It does. But that is not the point. It's not supposed to be good, it supposed to teach you the basics: DirectDraw and DirectSound, and about game programming concepts such as AI. It assumes no knowledge of game programming or DirectX whatsoever, and guides you easily into these subjects.An excellent buy for anyone with a solid understanding of C++ and who wishes to program games, but doesn't know where to begin.

If you know the basics, you don't need the book.

If you have already programmed a complete game using DirectX then you don't need this book.If you know the VC++ compiler so well that you know just exactly all of the dozen or so switches that you need to set to get DirectX 7 to compile for you, the you don't need Chapter 1. [LaMothe's otherwise very useful book preaches instead of covering this vital detail, so I was only able to follow him as far as some earlier version of DircetX went.]If you know how to read in a bitmap and show it, then you do not need Chapter 2. [I found a bug or two in LaMothe's code for this, but Parberry treats those points correctly.]If you know how to use back buffers and page flipping for smooth animation then you do not need Chapter 3.If you know how to control the timing of an animation, then you do not need Chapter 4.If you have dealt with the multiple images on one bitmap that make up a moving sprite then you do not need Chapter 5.If you know how to clip sprites then you do not need Chapter 6.If you know how to scroll horizontally with the foreground moving by faster than the background (parallax scrolling), then you do not need Chapter 7.If you know some basics of AI such as having objects in various states, moving in intelligent looking ways, and if you know how to implement a rule based system to give a higher level language for programming the intelligent objects, then clearly you have no need for Chapter 8.If you know how to use one program to act entirely differently in different phases of a game, then you do not need Chapter 9.If you know how to load sounds for Direct Sound, can mix, and play the sounds, then you do not need Chapter 10.If you know how to integrate the button functions into a DirectX program that is using the whole screen, then you do not need Chapter 11. Of course you know how to read the mouse, so this part of the chapter is a complete waste.If you know how to have your game work with either a mouse or a joystick, then you have no need for Chapter 12.If you have written even one game with multiple levels, bonuses for the levels, and scores based on partial completion of the game, you really will find Chapter 13 useless.If you have written a game with a high score list, and know how to collect the player's name in a DirectX program, then you will have no need for Chapter 14.If you know how to pause game action and sound, and if you know how to give credit where it is due, and help when requested, then you will just find Chapter 15 a waste of time.If you have done all this, and done it in very clean code that you can use as a base for building further games, and are really ready to go on to the extra difficulties of three D programs, then you will certainly find this book disappointing. But I haven't, and I'm delighted to see such a thorough treatment of the basics of a DirectX game.

This book is EXCELLENT!

This is a great book! It goes over the basic concepts of programming and explains them in terms that one can understand. The other guy that left the bad review on here obvioulsy wanted a book that had a game he could copy. The game in the book is simplistic enough to explain concepts explained in the chapters, so the programmer may build on the knowledge he gains. This has by far been the best and most helpful game programming book that I have purchased.

A Great beginers guide for Game programing

This book is one of the best books if you know C++, but want to get into game programming. It's fluff is kept to a minimum, and it's information is top notch. It walks you though the code, explaining what each portion does. If you are a starting Game Programmer, this is the book for you!
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