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3D Game Programming with C++ Gold Book
 
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3D Game Programming with C++ Gold Book (Paperback)

by J.De Goes (Author), John De Goes (Author)
2.0 out of 5 stars See all reviews (3 customer reviews)
RRP: £34.91
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Product details

  • Paperback: 816 pages
  • Publisher: Coriolis Group,U.S.; Pap/Cdr edition (Dec 1999)
  • Language English
  • ISBN-10: 1576104001
  • ISBN-13: 978-1576104002
  • Product Dimensions: 23.4 x 18.8 x 5.1 cm
  • Average Customer Review: 2.0 out of 5 stars See all reviews (3 customer reviews)
  • Amazon.co.uk Sales Rank: 930,317 in Books (See Bestsellers in Books)

    Popular in these categories:

    #14 in  Books > Computing & Internet > PC & Video Games > Programming > C++
    #41 in  Books > Computing & Internet > Programming > Languages > C & C++ > Graphics
    #97 in  Books > Computing & Internet > Programming > Graphics & Multimedia > 3D Programming
  • See Complete Table of Contents

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Product Description

Amazon.co.uk Review
Written for the intermediate or advanced C++ developer, 3D Game Programming with C++ provides an outstanding tutorial and reference to the essentials of today's DirectX game programming. This book doesn't skimp on the nitty-gritty details of serious 3D graphics while remaining approachable for any competent C++ programmer.

This title is remarkable in two ways. First, it covers the essential features of today's 3D virtual worlds--like textures, lighting and fog, vertices, and transformations--while providing a thorough, yet comprehensible, introduction to the powerful DirectX game platform. This book covers all the visual effects you'll need to create state-of-the-art games with DirectX. A second standout section is the author's re-usable, clearly documented C++ classes for simplifying essential API's involved in DirectX, including DirectDraw (for 2D graphics) and DirectSound (for sound).

The text focuses on the "serious" 3D graphics mode of DirectX--Immediate Mode (IM)--which is used on some of today's hottest games. Direct3D IM programming is tough, but this text is one of the best at showing how it's done. Besides DirectX objects and API's, this book provides some of the "rules" in pseudo-code needed to program successfully with 3D graphics. This title also serves as a reference with over 400 pages on DirectX classes, including over 150 pages on Direct3D. (Plus, there's material on some of the math required for 3D graphics.) Overall, this book will serve as a valuable resource to any programmer who works with DirectX on a day-to-day basis.

Armed with this remarkably clear and thorough title, any C++ programmer can start learning 3D game programming on the Microsoft DirectX platform. This book sets a high standard as an introduction for serious game development using DirectX and C++. -- Richard Dragan, Amazon.com

Topics covered: DirectX overview, graphics hardware, 3D virtual worlds, COM basics, DirectDraw API's and C++ classes, Direct3D Immediate Mode basics, 3D transformations, textures, mipmaps, lighting, rendering primitives, optimizing techniques, physics: detecting collisions, DirectSound API's and C++ classes, DirectInput and joysticks and C++ classes, Artificial Intelligence (AI) basics for game characters, DirectX reference, 3D graphics math reference.

Book Description
Perfect sequel to Coriolis' bestselling Cutting-Edge 3D Game Programming with C++ because it shows developers how to create games for today's state-of-the-art PC platforms and graphics accelerators. All of the examples and source code presented are designed to harness the power of Microsoft's latest version of DirectX-a graphics programming API that greatly enhances the work of developing high performance PC graphics. Currently the only detailed book in print that explains and uses techniques of accurate physics modeling to create highly realistic 3D games.

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Customer Reviews

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Average Customer Review
2.0 out of 5 stars (3 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
2 of 2 people found the following review helpful:
2.0 out of 5 stars Good, but needlessly fat, 31 Jan 2002
By A Customer
The majority of this book is just listing for DirectX7. However, the small amount (318 pages) that isn't just reference is reasonable to learn from. The author walks you through the more important parts of initialising DirectX's components, then gives you the complete code for an encapsulation for that section.

Some of his code is wrong, or needlessly long. He has a tendency in some places to use several lines of code where only a few are needed. He doesn't mind repetitive coding, but an experienced C++ programmer can easily clean it up as he/she works through the book.

This book could have easily been thinner and therefore cheeper.

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2 of 2 people found the following review helpful:
3.0 out of 5 stars Not so bad, but do you need a printed DX7 reference?, 30 Jan 2000
By A Customer
The book is definately a good start if you are brand new to windows graphics programming, and it covers this area quite well, but only 300 or so pages are devoted to actual explanation and code - the other 400 or so pages is just the DirectX 7.0 SDK reprinted. I feel that if you searched the net, then you'd find all the information within this book in about and hour. (Excluding the time taken to download the DX7 SDK) :)
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2 of 3 people found the following review helpful:
1.0 out of 5 stars Stay away from this book., 12 May 2000
By A Customer
This book is targeted to intermediate/advanced users, but doesn't live up to this claim. It's useless, you won't learn a thing from this book. It contains a complete directX reference, so if you want that on paper, then buy this book, otherwise don't buy it. More than half of the 800 pages this book contains cover the directX reference, it's easy to write a book this way.
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