OpenGL Game Development (Wordware Applications Library) Paperback – 1 Jul 2004
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The OpenGL, the industry standard for high-performance graphics development, is widely used on Unix and Windows platforms for creating high-end graphics, animation, and modelling software as well as computer games by numerous industries including entertainment, medicine, and the military. OpenGL Game Development is targeted to beginners creating Windows applications and OpenGL video games. The book focuses on building two separate programs: a map editor and a game engine, with special emphasis on using multi-texturing, texture compression, and point parameters; creating special effects like animated water, animated water sprays, transparencies, and skyboxes; writing optimised code for video cards; extending OpenGL filtering; and achieving the latest graphics effects such as anisotropic.
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Most Helpful Customer Reviews on Amazon.com (beta)
This book is mediocre at best. It is filled with shallow explanations, and the development methodology espoused by the book is actually harmful. Specifically, Seddon takes the archaic approach of manually coding Win32 controls in his map editor (the construction of which comprises about 75% of the book), a practice that was outdated several years before the publication date.
One startling example of a bad explanation I can recall coming across was that of rotation matrices. Seddon claims that matrices are used to rotate axes, when the reality is that matrices are used to rotate points ABOUT axes. This misconception of the mathematics, along with the lack of elucidating figures (not just here, but throughout) illustrates a deep lack on the author's part of knowledge of the fundamentals, or at least the ability to convey these fundamentals.
As a replacement to this book, I heartily recommend OpenGL Game Programming by Astle and Hawkins, or anything by Andre Lamothe if you'd rather get your start with DirectX.
I gave this book more than one star because it does a fair job of explaining very basic Win32 programming, and because I was able to obtain it very cheaply.
My only complaint is that while it promotes OpenGL as the choice for multi-platform graphics, all the code examples and information on OpenGL are Windows specific, to the point of using the opengl32.lib and glu32.lib libraries in all the code.
Still, the book is well worth the price, just don't expect to make Doom 4 after reading it!
It amazes me how cheap it works and how much renown he put towards the editor. So I decided to look forward and surprise it was pretty much the meat of it. Cheap inacurately placed walls represent lines,and unrotatable squares work as floors and ceilings. The level editor is worth nothing. On the plus side, I did think how I could actually make a application, but his methods were just awful. After that awful display I go to the end of the book to find a monsterous FPS game.
Words can not describe how outdated it looked. It's a little better than wolfenstein and alot worse than the first quake. It just turned me off it completely. I can't say that there was no valuable information in the following chapters but I just saw that it wasn't worth finishing. It loads ASE models instead of MD2 so no animations unless you're some sort of genius that knows things like that already in which you probably wouldn't use ASE in the first place.
I got some ideas from this book but not much I didn't already know and I don't know that much. I used to think Beginning OpenGL game programming was a bad book because I thought it didn't give me what I really wanted to know, but books like this really make you appreciate books such a that and with a little internet research I think I'll do just fine. I got nothing more from this book than a tutorial on the microsoft visual c++ resource editor but I guess it could help later on. In all, this book is nothing what it's claimed to be.
I like this book!
We see the first bit of real code at around page 90. Maybe 5% of it is Open GL related. The rest like the entire first chapter focusses on writing a basic Windows program. Recommended compiler Visual Studio C++ 6.0! There is a brief acknowledgment of MFC, .NET is not even on the horizon and the author goes with an SDK app. Yup! Plenty of hDC, hWnd, longwinded explanations as to what these do. The program - this is apparently a homework assignment the author handed in in the early nineties - pretends to be in C++, but is essentially C. There is atrocious use of globals, no dynamic allocation and forget about design patterns. The book was published in 2005!
To top it all of, the code requires DirectX! Some lame explanation as to how it makes things easier is included. All in all the code provided is on the level of assigment #4 out of 20 in any decent Open GL 101 course - and no, definitely not mid-term material. Get the Open GL Programming Guide. It costs about the same.
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