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Real Time Strategy Game Programming Using MS Direct X 6.0 (Wordware Game Developer's Library)
 
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Real Time Strategy Game Programming Using MS Direct X 6.0 (Wordware Game Developer's Library) [Illustrated] (Paperback)

by Mickey Kawick (Author)
3.8 out of 5 stars See all reviews (25 customer reviews)

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Product details

  • Paperback: 712 pages
  • Publisher: Wordware Publishing Inc.,U.S.; illustrated edition edition (Jun 1999)
  • Language English
  • ISBN-10: 1556226446
  • ISBN-13: 978-1556226441
  • Product Dimensions: 23.4 x 19.2 x 3.9 cm
  • Average Customer Review: 3.8 out of 5 stars See all reviews (25 customer reviews)
  • Amazon.co.uk Sales Rank: 1,107,818 in Books (See Bestsellers in Books)

    Popular in these categories:

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

Product Description

Product Description
Book and CD-ROM. Real-Time Strategy MS DirectX 6.0 is the first title in the Wordware Game Developer's Library. This innovative guide to creating real time strategy computer games includes coding examples and designs, all in C++. It also includes insight into the technical features that characterise a successful computer game. Experienced game programmer Mickey Kawick directs programmers towards the ultimate goal of developing a 2-D tile-based real-time strategy game and creates a graphics engine targeted for advanced game developers.

About the Author
Mickey Kawick

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Customer Reviews

25 Reviews
5 star:
 (12)
4 star:
 (6)
3 star:
 (1)
2 star:
 (1)
1 star:
 (5)
 
 
 
 
 
Average Customer Review
3.8 out of 5 stars (25 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
1 of 1 people found the following review helpful:
5.0 out of 5 stars Good Book, Could Have Been Better, 3 Jul 1999
By A Customer
I agree with everyone who said this book could have been much better. It is an average book until chapter 13, then it becomes a great book. If he had compressed some of the earlier chapters, he could have put in so much more. I would have given this book a rating of 4.5, but I rounded up.

What this book is: This is an advanced book. It has tons of code snippets, and more ideas on how to expand and personalize the code. It has a few chapters that could be shorten or taken out completely, namely the first 8 chapters, except chapter 5. These chapters have a lot of ideas, but if you are familiar with games and/or programming, you already know a lot of it.

Chapter 9 briefly describes DirectDraw, for more see a differant book (I have found Windows Game Programming for Dummies good), but it doesn't claim to be a DirectX tutorial either.

Chapter 10 has some good stuff on drawing lines and rectangles, not used too much in RTS games though.

Chapter 11 teaches font and text building, could have been better, but has a lot of good information in it.

Chapter 12 puts 10 and 11 together in a single class for you. Could have been shortened but oh well.

Chapter 13 describes how to load graphics and keep track of them.

Chapter 14 has some very good stuff on blitting graphics to the screen. He teaches LLE compression which is one of the best ways to blit to the screen(compiled sprites are still a bit faster).

Chapter 15 has a lot of good information on keeping track of animations.

In chapter 16 He does a very good job of teaching landscape. He has a lot of good code examples, and suggestions on how we could add more to it.

Chapter 17 is on the interface. Lots of good stuff in there.

Chapters 18 and 19 talk about creatures and pathing. Good stuff.

Chapter 20 is kind of an addon chapter. It describes DirectSound Overall, this is a very well written book by an author with a lot of experiance programming. I suggest buying it.

Things i would have liked to see: More on DirectX,especially DDraw and DInput. Networking.

Can you find some of this on the internet? Yes you can find some of it. I have found nothign on the internet that can compare to some of these chapters though. Buy it, its worth it.

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1 of 1 people found the following review helpful:
5.0 out of 5 stars Superb coverage of *most* aspects of RTS design/coding, 23 April 1999
By A Customer
This book is an absolute *must* for aspiring or active RTS designers and coders. First, a disclaimer: the book skips or treats lightly a number of subjects, including 3D graphics and networking.

With that said, the content included is superb. I haven't yet loaded the code, but the CD contains a full encapsulation of DirectDraw for 2D graphics programming, and a lot of practical advice for using it. His examples include blitters with progressive levels of optimization, letting you get inside his thought process. The code appears to be free to use and modify.

The book also has sections on design, scheduling, and a comparison of several RTS games with appropriate screen shots. As someone who has worked on a variety of programming aspects (AI, graphics, etc.), Mickey has sharp opinions on almost everything, and states them plainly. (Don't mention Hungarian notation...) This "attitude" adds life to what can be painfully dull subjects.

Overall, this is an extremely valuable work for anyone in the programming, design, or even art sides of the industry. As a convenience, here's a copy of the highlights of the Table of Contents:

1. Welcome

2. Gameplay

3. Getting started on your game

4. Documents

5. Development

6. Standard macros and data types

7. Background

8. Great ideas (overview of existing games)

9. Working with DirectDraw

10. How to draw as easy as 1, 2, 3

11. How to do your ABC's (alphabet/font design) [ An alphabet design tool is included ]

12. The drawing manager

13. Loading graphics

14. The black space and the wild void of life [ LLE compression, optimization ]

15. Animation

16. The landscape [an excellent, deep summary]

17. The interface

18. Objects and creatures in the world

19. Pathing

20. DirectSound

Index (8 pages, reasonable detail)

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1 of 1 people found the following review helpful:
5.0 out of 5 stars Written from a Working Man's P.O.V, 23 April 1999
By A Customer
Just got this a couple days ago, scanned thru the whole thing in a couple days, hard to put down. Excellent work All around. As in all things Creative, there isn't a Right or Wrong method to game programming, this book is one man's perspective -and a good one at that. Kawick mentions the code presented is definatly "prettier" than production code and alot of material is covered, ie; basic design ideas, RTS vs RTT, Game frameworks,Interfaces, AI, Pathing, some discussion on tile-based-worlds, Landscaping, adding creatures & objects, tool sets...Lotsa material, 650+ pages worth, and the CD....Much Love to the CD, NO FLUFF ON IT!!! Sweet and simple, 11 directories, including the LIBRARY -and all its source code, the other 10 are some more complex code samples to support selected chapters - Beautiful!!. This book WILL NOT write your game for you!!! IT WILL NOT TEACH YOU C/C++! But It will get your Juices Going, and give you one working man's take on getting the work done. Know your c/c++ before jumping in this magnificent book. This book will live next to my computer along with, Code Complete and my LotR CD Set. In the Famous words of someone who's name escapes me..."Get The Money!" Thanks Kawick! Excellent Work!!
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Most Recent Customer Reviews

2.0 out of 5 stars Wasted Opportunity - a cut'n'shut job
This book is a good idea somewhat let down by the execution.

The sections concerned with RTS design and programming are welcome and interesting, as its a poorly covered topic... Read more

Published on 3 Sep 2003 by cdrjameson

4.0 out of 5 stars Nice ideas and an interesting read.
This is a great book for intermediate-advanced C++ programmers. It does not try and teach you C++ programming, but rather goes into specific details and tricks that one would use... Read more
Published on 30 Mar 2002 by miminus@hotmail.com

4.0 out of 5 stars Good book - contact author for corrected source code
Covers the topic well. Could have spent more time on actually creating a full game, instead of dangling carrots. Read more
Published on 29 Jul 1999

5.0 out of 5 stars Very well communicated book
I must admit up front, I am relatively new to C++ (and thus have been reading, well rather referancing, several other books along-side Mickey's) but even still this book is... Read more
Published on 12 Jul 1999

4.0 out of 5 stars Good Read, Even if You've Only Thought about Coding a Game
I picked up this book at the local bookstore, not really sure what to expect. I guess I've always thought about coding a game, and this seemed like a place to start. Read more
Published on 12 Jul 1999

1.0 out of 5 stars Very poor book
This book doesn't cover most interesting aspects of RTS programming, and it deals instead with the basic details of DirectX and Windows programming. Read more
Published on 18 Jun 1999

3.0 out of 5 stars Average.
As someone down in the comment list have said, this is THE ONLY RTS book out there. And in my humble option, this is just an average book. Read more
Published on 16 Jun 1999

4.0 out of 5 stars An excellent journey into the world of RTS game programming.
Wonderful! This book gives you the foundation you need to begin experimenting with DirectX as well as good programming philosophy's. Very Zen. Read more
Published on 14 Jun 1999

1.0 out of 5 stars Inferior Editing, Poor Code
I'm the one who said it looked promising, with caveats, andgave it 4 stars. Now I've read the entire book, some chapters twice. I take it back. Read more
Published on 6 Jun 1999

5.0 out of 5 stars Reader from Texas: Excellent resource
I have only had this book for little more than a week and I am enjoying it. The only problem with this book is that they author doesnt give enough code on certain ascpects. Read more
Published on 4 Jun 1999

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