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Advanced 3D Game Programming with MS DirectX 8.0 (Wordware game developer's library)
 
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Advanced 3D Game Programming with MS DirectX 8.0 (Wordware game developer's library) [Illustrated] (Paperback)

by Peter Walsh (Author), Adrian Perez (Author)
3.7 out of 5 stars See all reviews (3 customer reviews)

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Product details

  • Paperback: 600 pages
  • Publisher: Wordware Publishing Inc.,U.S.; illustrated edition edition (Oct 2001)
  • Language English
  • ISBN-10: 155622513X
  • ISBN-13: 978-1556225130
  • Product Dimensions: 23.2 x 19.2 x 4.6 cm
  • Average Customer Review: 3.7 out of 5 stars See all reviews (3 customer reviews)
  • Amazon.co.uk Sales Rank: 1,365,610 in Books (See Bestsellers in Books)

    Popular in these categories:

    #47 in  Books > Computing & Internet > PC & Video Games > Programming > Direct
    #55 in  Books > Computing & Internet > Microsoft Windows > Programming > Direct3D & DirectX

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Product Description

Product Description
This book targets experienced computer game programmers as well as those interested in computer game development, but who are currently programmers in another area. The title will focus on Direct 3D which is part of Microsoft's DirectX 8.0. The title focuses on Direct 3D which is part of Microsoft's DirectX 8.0, however there is also introductory material on DirectInput and DirectSound. Detailed coverage is given to the substantial implementation changes in DirectX 8.0 from DirectX 7.0. The book is suitable for beginning game programmers, but such topics as networking, artificial intelligence, advanced 3-D programming, optimisation, and rasterisation are also covered for the more experienced game programmer. Through Direct3-D immediate mode the programmer will learn how to use visual effects using multi-texture such as bump mapping and environment mapping, client-server network programming, advanced object representations such as parametric surfaces and progressive meshes, as well as neural nets and genetic algorithms. Of special importance the programmer learns about the visibility algorithms that make modern games perform at such high frame rates.

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Customer Reviews

3 Reviews
5 star:
 (1)
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 (2)
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Average Customer Review
3.7 out of 5 stars (3 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
6 of 6 people found the following review helpful:
3.0 out of 5 stars A good book, some advanced stuff included., 3 Aug 2002
This book will not disappoint. There are a couple of points worth noting though. If you are not totally familiar with C++, you will really struggle. Some of the code used is very clever (and very badly commented!) but it is not immediately clear. The use of library files etc also cuts down compile time but does not allow access to the code being used. Another reviewer mentioned the use of wrapper classes, and I agree totally with him. This book does not really show you how to use DirectX, it simply provides you with a set of Classes and Member Functions that do it all for you. If you want to see the ugly stuff, like the DirectX structures, then you won't find them here. Nor will you find a simple program to set up a 3D surface and draw graphics on it. (unless you use his own code). In that respect, this book misses the point a little. It shows you how to use the Author's own code, not how to program in DirectX. The code used is awesome - but a little unclear with the lack of //comments. The content of the book, including the maths sections are the best I've seen for clarity - and there are good lists of other recommended books. Overall, I'd recommend the book, but be prepared to struggle a little with the code and keep the SDK Help open on your desktop! Good Luck!
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5 of 5 people found the following review helpful:
3.0 out of 5 stars Why so much effort on wrapping DirectX, 23 April 2002
By A. Tuke "sir tuke" (UK) - See all my reviews
(REAL NAME)   
I really like this book, don't get me wrong. the writing style is clear and informative but my big complaint is that the author mentions a subject and then jumps straight into wrapping it up into C++ classes, some of which are pretty abstract. I would much rather look at more inefficient, but clear code, than his clever code while trying to learn the subject.
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7 of 18 people found the following review helpful:
5.0 out of 5 stars Fantastic book, 14 Jan 2002
By A Customer
This book is one of the best books i've bought on game programming. it covers all aspects of writing a 3D game including Artificial Intelligence. The first few chapters of the book gets you up and running on other areas of DirectX 8 like DirectInput and DirectMusic.
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