More OpenGL Game Programming Paperback – 1 Nov 2005
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About the Author
Dave Astle received his bachelor's degree in Computer Science from the University of Utah, where he specialized in graphics, artificial intelligence, networking, and compiler theory and design. He has been programming games professionally for several years, and is currently a senior engineer in the Gaming and Graphics group at QUALCOMM Inc. He is the cofounder and Executive Producer of GameDev.net, the leading online community for game developers. He is the co-author of OpenGL Game Programming, has contributed to several other game development books, and has spoken at industry conferences, including the Game Developers Conference. When not absorbing radiation from his monitor, Dave enjoys music, reading, skating, collecting rhinos (not real ones¿ yet), and playing with his five kids. He lives in San Diego, California.
Top customer reviews
Anyway... model animation is chapter 11. Imagine my disappointment when I realised this is a very limited chapter and really points you to 'the examples' that accompany the book. So, I go to the companion website and I download 60mb of .zip file to have a look at the example... lo and behold, the .zip file contains chapters 1 to 10 and 12 onwards - but 11 is mysteriously missing!
I have sent an email to the author, as he suggests in the book, but have had no reply.
I am sure the rest of the book is up to the same quality as its predecessor, "Beginning OpenGL Game Programming" which I have found really useful in my Delphi / OpenGL world but, to be frank, I've put it down for the time being because I'm still trying to progress the thing that I bought the book for, which it does not cover, even though it is supposed to! A huge disappointment really.
Most helpful customer reviews on Amazon.com
On the plus side, portions of the book are well written and informative. It is, in spite of it's shortcomings, one of the better books I've found for explaining a variety of GL techniques commonly used in games. It's a shame it doesn't live up to it's promise; if the authors had been a little more diligent in completing the project before publishing it, it could have been a world-beater. Instead it's just another slightly below average disappointment.
I also have a real problem with the fact that the author is writing reviews (typically 4 star ratings) for books that his own organisation is involved in publishing. If that isn't a conflict of interest I don't know what is. I feel Amazon compromises their credibility by allowing clearly non-objective 'reviews' to be listed with the books. If the author wants to write a little blurb, thats fine, but don't let them rate products they have a financial interest in.
Second, I found the explanation more like notes+spec form. Not at all for an newbie person and for an expert it does not offer anything new. As it starts with FBO, RenderTarget, PBOs etc. many things have changed over the period, including GLSL specs.
Book structure is also quite confusing to me, it starts with some concepts of advance OpenGL(!) and then it is more like ShaderXn series with appendix and last chapeters full of GLSL and ARB specs.
Buy this book if you know what you are looking for, check appendix first.
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