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Beginning C# Game Programming (Premier Press Game Development) [Paperback]

Ron Penton
3.0 out of 5 stars  See all reviews (2 customer reviews)
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Book Description

22 Oct 2004 1592005179 978-1592005178 Pap/Cdr
"Beginning C# Game Programming" approaches the topic of programming with C# for a total beginner, first easing the reader into the techniques of C#, and then slowly combining all of the information together enabling the reader to create a complete computer game. Divided into two comprehensive sections, this book first provides readers with the techniques and skills that they need to program with C#, including the basics of .NET and computer programming. The second section concentrates on programming for games. Readers will learn how to use C# to interface with DirectX 9 and will cover the basics of graphics, input, and sound.

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Beginning C# Game Programming (Premier Press Game Development) + C# Game Programming: For Serious Game Creation + Beginning C++ Through Game Programming
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Product details

  • Paperback: 320 pages
  • Publisher: Premier Press; Pap/Cdr edition (22 Oct 2004)
  • Language: English
  • ISBN-10: 1592005179
  • ISBN-13: 978-1592005178
  • Product Dimensions: 18.5 x 2.8 x 22.9 cm
  • Average Customer Review: 3.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 475,465 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Most Helpful Customer Reviews
1 of 1 people found the following review helpful
Format:Paperback
The first few chapters of this book are actually quite good. Concepts of programming (using C# of course) are explained, as are concepts of graphics programming in the context of DirectX9.

There is a huge chapter introducing Direct3D, textures, and sprites, but this is where I hit a problem. It IS possible to replicate the environment used by the book - i.e. .NET1.1, DirectX9c (the book is based on DX9b though), and using an old version of VS or SharpDevelop. The problem I hit was that my laptop hardware supported only up to DirectX8.1. I spent a huge amount of time diagnosing this issue, and in the end decided that the idea of replicating the environment exactly was not going to be the best way forward.

DirectX11, the latest version, is very different from DX9. To be fair it seems that the biggest change is DX9 to 10, whereas DX11 contains a lesser degree of enhancements. I'm using SlimDX with DirectX11, with the latest version of SharpDevelop - although I could easily use VS2010 express.

I suppose that if your hardware supports DX9 then you can use this book, and it would give you a solid foundation. But it would not be based on the latest technologies and essentially be obsolete. You would learn the fundamentals though. Just be aware of this when you buy the book. For me, it didn't work out, but I am using the framework, and have converted the Advanced Framework to SlimDX. I'm replicating the functionality as I go along. This way I will be bang up to date.

Bear in mind that the real replacement for DX is XNA Game Studio - rendering this book obsolete. I'm slightly surprised this book is still being sold frankly. I've learnt a lot as a result of buying this book - but the book itself has probably taught me only 25% of that knowledge.
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Format:Paperback|Amazon Verified Purchase
This serves as an excellent introduction to game programming and is highly recommended and covers some major fundementals missing from more up to date books. I was disappointed to see that one reviewer has given the book 1 star as his laptop did not support DirectX 9b which is quite frankly amazing, perhaps his laptop is coal-powered too. Anyway the book has a good learning curve, with fundementals at the start and more challenging tasks at the end. I attribute my high levels of programming ability in XNA to this and would strongly advise anyone wishing to create a decent product to start here.
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Amazon.com: 3.3 out of 5 stars  23 reviews
35 of 35 people found the following review helpful
4.0 out of 5 stars A good intro to C# game programming 18 Jan 2005
By John Hattan - Published on Amazon.com
Format:Paperback
"Beginning C# Game Programming" is Ron Penton's third effort in game book-authorship. It's a ground-up tutorial on the C# programming language, starting from the obligatory "Hello World" program and ending with a pretty rudimentary "spaceship at the bottom of the screen shooting at things coming down at you" game called "Generic Space Shooter 3000".

If you're already an old hand at similar languages like Java or C++, then the first half of the book won't be much more than a refresher for you. The first half of the book covers simple screen output, followed by primitive types, operators, looping, classes, arrays and file streams. It covers these topics fairly quickly (all in about 120 pages), so you won't be spending much time on each topic. Apart from one significant exception, the language tutorial is well-organized.

The "significant exception" raises its head with chapter 6 (creating a project). After spending 120 pages learning how to write, compile, and execute small bits of C# code, chapter 6 shows you how to set up a project in SharpDevelop (a free C# programming environment). If you need help compiling your code in chapters 1-5, the only help you'll get is a brief mention of Visual Studio.NET, SharpDevelop, or the C# command-line compiler. If you invest in a copy of "Beginning C# Game Programming", I recommend that you read chapter 6 first. Then go back to chapters 1-5. Finally, head over to chapter 7 and build yourself a space-shooter for the rest of the book.

The space shooter chapters are well-done, with good coverage of doing directX graphics in C#. The topics covered are a bit large for such a simple example game (alpha-blending, force-feedback, direct3D), but this is done with the understanding that you'll be wanting to write a more significant game than "Generic Space Shooter 3000" by the time you're done with the book.

If you want a good "ground-up" start with C# game programming, "Beginning C# Game Programming" is a good start. It takes you from the very beginning to a complete arcade game.

Just don't read it in order.
23 of 24 people found the following review helpful
5.0 out of 5 stars Great 1st book for learning C# and DirectX 26 Feb 2005
By C. Sander - Published on Amazon.com
Format:Paperback
You will probably want some prior programming experience to make the first 5 chapters easier to digest. I'm a seasoned C/C++ programmer, and I was able to learn C# quickly with the help of this book (although admittedly C# is very much like C++). I knew a little about DirectX, but even if I didn't this book did a great job of starting basic and building on that foundation. What I like most about this book is the author goes step by step through a simple framework which gets Direct3D up and running. In about 150 lines of code, the author manages to make a Direct3D Windows application that does something. For Windows and Direct3D this is no small accomplishment given their complexity. Other books I have seen stick the Direct3D initialization into a helper library and never bother to explain it. Not here. Each line is explained well. This book will not, however, teach you advanced Direct3D topics. Only 1 chapter describes Direct3D, but it does a good job. You will want to get another book after this one to learn more advanced topics.

If you know nothing about C# or DirectX, but have some programming experience, this book is for you. The title is very fitting of the contents. Highly recommended.
39 of 45 people found the following review helpful
3.0 out of 5 stars Someone Kick These People 26 Jun 2006
By Travis Parks - Published on Amazon.com
Format:Paperback|Amazon Verified Purchase
I have read a lot of Premier books in my days. One thing is constant through all of their books: they are riddled with errors. They are not complex errors that only an advanced programmer would catch - they are stupid mistakes that an author who reviewed his work would catch. What's worse, most of the authors of these game programming books have about as much experience as I do - and I haven't even worked in the field yet! For a book that spends the first 5 chapters talking about the C# language, you would think the author would realize you can't have drop-through in switch-statments and that you can't have multiple type specifiers in a for-loop header. I read these books hoping for some entertainment and to learn some new skills. I definitely get a laugh! I will say that there are some decent programming books by this joke of a publisher, but it is like navigating a mine-field. My only suggestion to beginners is to go to a site like gamedev and see what they recommend. And for the experienced programmer, I don't recommend Premier books at all. Go for a book that is not split between the language and the gaming library. If you really want, I will give you some definite reads for anyone serious about getting a head-start. For such a large, growing industry, you would think there would be better books out there. All in all, I would not put this book down entirely - it does try to present the language and still has time to cover direct3D at some point. The reality is, though, the world is not ready for C# gaming yet and anyone serious about beginning game programming should find a book using C/C++. I hope this review has not aroused too much spite on my behalf.
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