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Beginning Game Programming, Third Edition Paperback – 26 Aug 2009

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Product details

  • Paperback: 448 pages
  • Publisher: Course Technology PTR; 3rd Revised edition edition (26 Aug. 2009)
  • Language: English
  • ISBN-10: 1435454278
  • ISBN-13: 978-1435454279
  • Product Dimensions: 23.1 x 18.5 x 3.3 cm
  • Average Customer Review: 4.7 out of 5 stars  See all reviews (6 customer reviews)
  • Amazon Bestsellers Rank: 865,664 in Books (See Top 100 in Books)
  • See Complete Table of Contents

Product Description


Part 1: Introduction to Windows and DirectX Programming. Chapter 1: Getting Started with the Windows API. Chapter 2: Windows Messaging and the Game Loop. Chapter 3: Tapping Into Direct3D. Chapter 4: Initializing A Direct3D Device. Part 2: Creating a 2D Arcade Game. Chapter 5: Drawing Basic Graphics (Bitmaps). Chapter 6: Using Timers For Animation and Framerate Control. Chapter 7: Drawing A Tile-Based Game Level. Chapter 8: Drawing and Animating Sprites. Chapter 9: Detecting Sprite and Tile Collisions. Part 3: Creating a 3D Artillery Game. Chapter 10: Drawing Advanced Graphics (Meshes). Chapter 11: Setting Up The Camera View. Chapter 12: Adding Lights To The Scene. Chapter 13: Rendering A Static Environment. Chapter 14: Firing Rockets and Blowing Stuff Up.

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I've just gotten to the end of the chapter 12. I know it's still a little early to be able to give a proper review but I had a few thoughts I wanted to get out my head now.

The book is brilliant for a beginner. It doesn't seem to delve too deeply into all the intricacies of DirectX but gives enough information to get you going with some beginner game programming, thus not scaring the reader with too much detail to grasp at once. The writing style is informal and doesn't overwhelm the reader with copious blocks of tedious text and there are plenty of captioned images to further illustrate points where necessary.

The author should be praised for his dedication as he has a forum with areas devoted to each of his publications (and other topics for discussion) where anyone can request assistance to which he promptly replies as best he can.

At the end of each chapter there are review questions (with answers in the back) and 2 exercises which involve altering the programs constructed in that chapter.

There is also a listing in the Appendix of books the author owns and recommends with reasoning and uses for each recommendation, making it much easier for the beginner game programmer to continue learning and improving once he/she has completed this book.

My reasoning for 4 stars and not 5 is that some of the later chapters, such as chapter 10 - Scrolling the Background, which I was really looking forward to; felt a bit rushed without a great deal of explanation. I understand that perhaps the techniques involved may be a bit much for one chapter but it still would've been nice to at least be directed to where more information is available. It could just be me but that was the impression I got.
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By W. Adlani on 23 Nov. 2010
Format: Paperback
Hi reader!

I've finally decided to forward my account on this book, I hope atleast a few will find it helpful.

As always, words matter and the crux is that this book is for beginners.

=== The following paragraph is not terribly important so ignore if you wish ===

In my experience, I would not consider the "beginner" part as something to forgo or ignore because
many times, during an experience, the basics are forgotten and a problem is yeileded, example: the "purpose" of
something is confused or diluted and then confusion kicks into play "syntax errors and missing semi-colons or the = not being like "==") sorry for what may seem a pointless explanation, just to prelude the next epic story..


Now, onto the main point.

This book will not teach you C++ and all of DirectX or advanced features (as stated in the introduction), but you will learn what you NEED and develope the FRAME OF MIND to comprehend MUCH easily what you will NEED to learn.

After learning C++ for ages and then going through each CHAPTER, I found myself helplessly involved and enthusiatically determined to finish the book while TOTALLY understanding (with patience, as all techincal reading requires) whats happening and why.

I found no errors in the code and everything was very well explained except some COMMON SENSE areas where you should have no problem just intuitively understanding IF YOU LEARNED C++ PROPERLY (Beginners C++ I mean, atleast)

DirectX 9 may be all but lost; it does'nt really matter since this is a fundamental book and in future, one way or another, you will probably need to learn this book from once source or another.
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Format: Paperback
I bought this book because I wanted to make my own games, I haven't been on any kind of programming undergraduate so I was really lost trying to find out how to even begin learning the process of game development.

I feel this book really provides readers with the first steps to producing their own games and , you do have to know some stuff about basic c++ but there's many books on c++ language anyway. The author also recommends other books at the end for those interested in getting better at game programming.

The only bad thing I can say about the book is that it's a little outdated (it uses DirectX 9, windows made some library changes since then) so readers would need to do a little guesswork and google searching to figure out what changes microsoft made between directX 9 and 11.
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