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Tricks of the Game-Programming Gurus, by Andre Lamothe, John Ratcliff, Denise Tyler
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This book/CD-ROM package will explain the basic and advanced ideas and topics behind the development of a flight simulator, a 3D walk-through game, and many utilities used to manipulate video, audio, and input devices. The CD-ROM includes all the source code from the book, shareware games, commercial software demos, and utilities for game design and image manipulation.
- Sales Rank: #227271 in Books
- Brand: Brand: Sams Publishing
- Published on: 1994-07
- Original language: English
- Number of items: 1
- Dimensions: 9.25" h x 7.50" w x 2.00" l,
- Binding: Paperback
- 1200 pages
- Used Book in Good Condition
Most helpful customer reviews
10 of 10 people found the following review helpful.
Where once I was blind, now I can see!
By Chris Miller
After reading this book cover to cover, I felt confident that I could both grasp and program the essentials of what went into a game from the DOS-era. Though familar with C, it took two months to read the volumous book, but it really is a delight to read. The code is commented superbly (after a while, you almost don't even have to read the code to understand it) and I would recommend running the conveniently provided demo *.exe files for each example to get a better idea of how it works after reading each one.
The first few chapters on I/O and 2D and the later chapters on AI and interrupt handling provide more than enough to begin programming your own games using C in DOS (DJGPP compiler is great for this - the web of course provides the rest).
The chapters on 3d ray-castering, etc, provide a good understanding for how Wolf-3D might have worked, but falls slightly short of Doom. This is not such a bad thing if you are new (as I was) to games programming. Less forgiving though, was the disappointment to find that after reading the whole book, the final chapter does not deliver on coding a 3D game with monsters, etc. I can understand that after the effort of all the previous chapters with their carefully-coded examples, the author may have been keen to finish the book, but it was like a finishing a game without a "Hey you just won now watch this ultra-cool sequence" ending.
That aside though, this is an exceptional book for beginners to game programming. After reading it, you will be able to look at any game and start to see the cogs ticking behind the scenes. If nothing else, it will give you an appreciation of the programming effort put into games. For those seeking instant gratification with Windows/directX games, this book can be skipped. But for those with an interest in learning games programming, I couldn't think of a better place to start.
4 of 4 people found the following review helpful.
Superb.
By A Customer
Although dated now, this book is still one of the books I love the most in my collection.
Lamothe starts in each chapter with a new topic and gradually solves the problems as they arise with summaries and other notes. A basic knowledge of C and how to work computers obviously will stand you in good stead but even an amature, with determination can pick this book up and really learn from it. Lamothe tends to spring little details on you at the last moment so be sure to read every chapter at least twice.
As I said it is a bit old but helps you understand the basics of the VGA card mode 13h, yadda yadda.... Graphics and all other games aspects are covered, even 3D has a little coverage.
The Video Games Industry is an impossible thing to follow as advances are every where and a new book is an old book overnight but Lamothe has made a brilliant stab at this.... and succeeded.
3 of 3 people found the following review helpful.
Great 2D, not-so-great 3D
By Blessed
This book is a great introduction to 2D programming and the basics of the video card (but only in mode 13h, 320X200). It covered numerous 2D topics such as scaling, rotating, translating, scrolling techniques, etc. But, I thought this book would go further into 3D game programming since that is more present in current games. He talkes about 3D programming in the 6th chapter and then never gets back to it. I didn't learn how to make a ray casting engine from this single chapter. It showed some mathematical functions explained some theorys, showed me the source code for a real, functioning ray caster and then got right back into 2D special effects! I didn't learn any 3D game programming techniques from this book and it left me searching for another book that focuses on 3D.
If you are a beginner and know nothing about 2D or 3D graphics, buy this book. But, if you know all you want to know about 2D graphics, go looking for another book that explains 3D graphics in depth like one of the OpenGL or Direct3D books.
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