Download the free Kindle app and start reading Kindle books instantly on your smartphone, tablet or computer – no Kindle device required.
Read instantly on your browser with Kindle for Web.
Using your mobile phone camera - scan the code below and download the Kindle app.
Beginning OpenGL Game Programming (Game Development Series) Paperback – 19 Mar. 2004
There is a newer edition of this item:
- ISBN-101592003699
- ISBN-13978-1592003693
- PublisherPremier Press
- Publication date19 Mar. 2004
- LanguageEnglish
- Dimensions19.05 x 1.91 x 22.86 cm
- Print length310 pages
Products related to this item
Product details
- Publisher : Premier Press (19 Mar. 2004)
- Language : English
- Paperback : 310 pages
- ISBN-10 : 1592003699
- ISBN-13 : 978-1592003693
- Dimensions : 19.05 x 1.91 x 22.86 cm
- Customer reviews:
About the author

Discover more of the author’s books, see similar authors, read author blogs and more
Products related to this item
Customer reviews
Customer Reviews, including Product Star Ratings, help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyses reviews to verify trustworthiness.
Learn more how customers reviews work on Amazon-
Top reviews
Top reviews from United Kingdom
There was a problem filtering reviews right now. Please try again later.
The authors also expect you to have knowledge and prior experience with C/C++ and this is indeed a prerequisite to reading the book so please don't get this book if you have no experience with the aforementioned languages as you will struggle. Aside from the above points the book is a solid introduction and is written well, the CD with all of the source code on is very useful too.
The first chapter is a bit of waste - going on about why people program things like games, and setting up your window (totally Windows C++) to show your first OpenGL scene... I have found the following chapters very enlightening though... the explanation of states and primitives is good, likewise the chapeter on perspective and orthographic projections was helpful to me... camera movement too. Transformations was already in my head and likewise textures and displaying of text. I'm only using quick and dirty default lighting in OpenGL at the moment so I look forward to the chapter on lighting and also fog. All in all - a good enough buy for me to get value out of it.
Top reviews from other countries
At the end of each chapter he has a test for you to see if you learned anything. Then he gives you something to do which will further test your new found knowledge. There are lots of tips and notes thrown in for good measure, all in all it's a very nicely written book that does an excellent job teaching you without making your brain explode.
Was this meant to teach all aspects of game programming? No. Of course not. The title says "Beginning OPENGL Game Programming" and that is what you get. OpenGL for beginners, focused on games. If you want advanced game programming topics you should probably pick up a book on game programming that will cover other topics such as collision detection and more advanced topics like particle engines and the like. This is a beginners book, so you learn the basics, enough to get you started well on your way. Once you fully understand these concepts, you can come back and search for more advanced books.
If you're interested in getting into 3D graphics using OpenGL, I highly recommend getting this book.
Die schrittweise Entwicklung einer Spiele-Engine findet *nicht* statt. Übrig geblieben ist wenig mehr als eine Einführung in einzelne OpenGL Funktionen, wie sie z.B. der offizielle "OpenGL Programming Guide (Red Book)" wesentlich ausführlicher und verständlicher beinhaltet: States & Primitives, Transformation & Matrices, Colors, Lighting, Blending, Fog, Bitmaps & Images, Texture Mapping, Extension Loading, Environment Mapping, Multitexturing, Image Interpolation, Display Lists, Vertex Arrays, Marbles, Frustrum Culling, Text Displaying, Buffer Types.
Warum man das plattformübergreifende OpenGL ausgerechnet mittels WIN32-API, WGL, DirectInput und DirectAudio veranschaulicht, erschließt sich wohl nur den Autoren (SDL und OpenAL hätten sich angeboten).
Im letzten Kapitel steht der Leser plötzlich vor einem fertigen Battlechess-Klon und wird mit dem (nahezu undokumentierten) Quellcode völlig alleingelassen. Weder die eigentlichen Design-Entscheidungen, noch die Struktur der Engine werden besprochen.
洋書なんで当然英語ですが、読むの自体はそれほど労力はいらないと思います(Visual StudioとWin32とC++の知識があれば)。
・Visual Studio(6.0と.NET 2003)とWin32(コンソールベースではありません。なのでWin32の知識があるとよい)ベースのサンプル。
・言語はC++(クラスの知識必須)
・最終的にはMD2フォーマットでアニメーション付の人間2人専用(CPUとの対戦はなし)のチェスができるところまで。
・プログラマブルシェーダの解説は無し
Chapterリスト
1.GLUTを使ったコンソールベースのシンプルな表示
2.Win32で三角形が回転(以降サンプルはWin32になる)
3.ラインとか三角形とか多角形とかの描画
4.平行移動、回転、スケーリングとかのトランスフォーム関連
5.アルファブレンディング、頂点カラー、フォグ(頂点カラー)、ライティング
6.TGAのロードと表示とかビットマップの表示
7.テクスチャマッピングとテクスチャ付き地形の描画
8.フォグ
9.テクスチャ合成、環境マッピング、マルチテクスチャ
10.カリング
11.テキスト描画
12.OpenGL Buffersということでサンプルはモーションブラー
13.まとめ(サンプルはチェス)