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OpenGL Game Development (Wordware Applications Library) Paperback – 1 Jul 2004

3.0 out of 5 stars 1 customer review

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Product details

  • Paperback: 482 pages
  • Publisher: Wordware Publishing Inc. (1 July 2004)
  • Language: English
  • ISBN-10: 1556229895
  • ISBN-13: 978-1556229893
  • Product Dimensions: 23.1 x 15.3 x 2.6 cm
  • Average Customer Review: 3.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 1,412,454 in Books (See Top 100 in Books)

Product Description


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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Top Customer Reviews

Format: Paperback
On buying this book, I thought this might be useful for my University course, the start of the book to good if your new to Win32 programming and New to OpenGL, but unfortunately this book goes down hill from here. For a programmer that has been programming for 8 years and then goes on to write a book, I have never seen so many errors and bad functionality ( final product does not allow ease of editing, texture assignment to objects is wrong, ect ), another bad side to this book is that it does not keep to what the author says the reader will do... collision ect. Apart from this the book will help a beginner of Win32 programming but if your starting to learn OpenGL I would stay clear of this book.
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Most Helpful Customer Reviews on (beta) HASH(0x912d5618) out of 5 stars 7 reviews
11 of 12 people found the following review helpful
HASH(0x91279af8) out of 5 stars Among the worst in the genre 8 Dec. 2006
By Warren M. - Published on
Format: Paperback Verified Purchase
I came to this book not as an amateur, but as an intermediate game and OpenGL programmer. I think this gives me a perspective that some newcomers might not have.

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.
5 of 5 people found the following review helpful
HASH(0x918fc5c8) out of 5 stars Very Windows based 7 May 2005
By Tim Elder - Published on
Format: Paperback
This book is pretty good as a starter for anyone wanting to get into 3D game development. It not only covers OpenGL, but OpenAL and Multiplayer issues as well (not in the same depth of course).

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!
3 of 3 people found the following review helpful
HASH(0x9160c51c) out of 5 stars Very misleading book!!! 7 Sept. 2005
By The Anti - Published on
Format: Paperback
Although I've yet to finish this book I can say it does not deliver. The book gives the goal of making a high quality first person shooter but lands way under the bar. As I read through the model editor chapters, I'm thinking wow this is gonna be great, but in one chapter it all falls to pieces.

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.
2 of 2 people found the following review helpful
HASH(0x911471a4) out of 5 stars A very good book for programmers that want to write a clean engine 19 Feb. 2006
By Ehsan Kamrani - Published on
Format: Paperback
You can learn many new things about the game programming with this book. More important, you can write a map editor, draw your scene into this map, save it as a map file and then open it in your map engine. It means that you write your own software to draw the scene and you write your own engine to load the scene and add textures to it. But if you want to learn OpenGL, it is better that you don't read this book. It's a good book for programmers that have enough knowledge about the OpenGL programming and want to write a game with it. Also this book doesn't cover the physics modeling and so you should learn another book to add the physics modeling to your game.

I like this book!

1 of 1 people found the following review helpful
HASH(0x91147618) out of 5 stars Absolute Garbage 28 Mar. 2009
By Xolix - Published on
Format: Paperback Verified Purchase
This is the absolute worst Open GL book ever authored. Ignoring the enire premise of the word Open in Open GL the author decides to focus entirely on - not Open GL - but Windows. Not any Windows system, but Win 95/NT. So right away the title is misleading no doubt to generate sales.

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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