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Real-time Interactive 3D Games [Paperback]

Allen Partridge


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Allen R. Partridge
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Product Description

Amazon.co.uk Review

Director 8.5 has fully embraced the 3-D online world, and Real-Time Interactive 3-D Games describes in detail how to build an immersive and exciting world using this rich and powerful tool. More than just an examples-according-to-feature book, we are taken on the journey of building a handful of finished products, from ideas scribbled on napkins through building and testing to marketing and selling a finished game.

This is a large book, with ample technical examples and code snippets to compliment the discussion at hand. (Don't worry; it's all on the CD.) The author presents both a broad view--there are chapters devoted to properly designing the flow of the game and the design of the character and their traits--as well as specific Director techniques. Screenshots accompany the majority of examples when appropriate, and code snippets are clearly formatted in a different font and are well commented.

Structured around three main parts, Partridge first explores the "The Dramatic Structure of Games". This is less about the "how" of building an interactive 3-D game than the "why" one is built the way it is. This first part is worth the price of the book alone. There is insight here that goes far beyond the usual technical how-to guide.

Another section worth noting are the chapters on 3-D character creation using 3DS Max or Maya. Building, texturing and animating low-resolution polygon characters is an art in itself, but successfully importing that data into Director and using the models would be nearly impossible without the vital insight given in this book.

3-D rendering on the fly? An environment for authoring first-person-shooter games? Low-polygon models with textures rendered dynamically? This is not your father's Macromedia Director. --Mike Caputo

Product Description

This book provides an exciting blend of game design strategies, nuts-and-bolts programming tips, deeply detailed code samples, and richly developed games and demos. Real-Time Interactive 3D Games defines the role of narratives in games and is packed with valuable advice on a variety of topics, including tapping into the traditions of theater to make the games you develop more dramatic and tips for marketing your 3D game.

The first part of the book demonstrates good character and environment design for interactive games. A substantial set of tutorials on the use of 3D Lingo to program games follows. Finally, you can follow along with Dr. Partridge and his team as they build a dramatic real-time interactive 3D game called 17 Keys. The structure mirrors the best game development practices to give you the skills to go out and develop games on your own.

  • A detailed and practical guide to Shockwave 3D, including simulating physics for games and advanced control with modifiers.
  • Beyond just code, teaches game design procedures including developing treatments, specs and game interface design strategies.
  • Intelligent game agents explained and demonstrated.
  • Cameras, lights, models, shaders, textures, and animation.
  • Secrets to low-poly modeling for real-time games.
  • A fully developed real-time 3D game with explanations and commented code.

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Customer Reviews

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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com:  5 reviews
22 of 22 people found the following review helpful
An excellent insight into game conception and design 15 Feb 2002
By Danny Kodicek - Published on Amazon.com
Format:Paperback
This is a book of two halves - game programming and game design. At the heart of it is the new Director 3D programming engine, which is a major new addition to the capabilities of the software. Allen Partridge's book is aimed principally at those who are familiar with Director and comfortable with lingo, but may be new to 3D as a whole. The first half of the book goes through the capabilities of the 3d engine in detail, including shaders, lights, textures, physics and vector maths, as well as some insights into using 3D modelling software to its best advantage. The second half looks at the process of creating an actual game, and one of its most valuable features is that the accompanying CD includes the game at many stages of the design process.
If you're looking purely for 'how to program in 3d', you may find that half the book is not what you're looking for: much of it is given over to game storyboarding, character design, marketing etc. But if you're looking for an all-round approach to game design, then this is a great introduction and inspiration.
3 of 4 people found the following review helpful
So So 24 April 2005
By O. Hinostroza - Published on Amazon.com
Format:Paperback
Okay if you want to learn 3d the fast way in director then this isn't the book for you. The book does in some ways go into detail but then again he also side tracks so this book is not for the new comers. Your suppose to know a few things in director already and also in the lingo area. The whole thing in this book is the lingo part. Its code heavy so you as the reader is suppose to have some sort of back ground in director in order to understand it. Over all its an okay book but not the best.
Never really got into it 15 April 2010
By bukaroobonzai - Published on Amazon.com
Format:Paperback|Amazon Verified Purchase
I am a technical manual geek... I have ten times more tech manuals than any other type of book.

This one, I never really got into. I know programming, but this seemed a bit out of line for what I was looking for.

Though you might find it helpful, I didn't. (Still a good fundamentals book though)

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