Sabtu, 28 Mei 2011

[R849.Ebook] Ebook Free Programming an RTS Game with Direct3D, by Carl Granberg

Ebook Free Programming an RTS Game with Direct3D, by Carl Granberg

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Programming an RTS Game with Direct3D, by Carl Granberg

Programming an RTS Game with Direct3D, by Carl Granberg



Programming an RTS Game with Direct3D, by Carl Granberg

Ebook Free Programming an RTS Game with Direct3D, by Carl Granberg

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Programming an RTS Game with Direct3D, by Carl Granberg

There are many books that teach the basics of Direct3D, but few of these books teach and apply the more advanced topics needed to program complete applications such as games. Programming an RTS Game with Direct3D is such a reference. The book provides intermediate programmers with a step-by-step implementation guide for programming a complete RTS game. And, unlike other books that teach basic game programming, this book teaches programmers how to implement the more challenging parts of an RTS game, including advanced topics such as Skinned Meshes, Fog-of-war implementation, Team-color pixel shaders, AI, networking, and much more. The game is developed from chapter to chapter, beginning with design and storyboards through the development of a fully implemented RTS game, complete with Multi-Tier AI and Networking. This is a must-have resource for intermediate game programmers who wish to increase their skills and learn the more advanced topics required in todays commercial games.

  • Sales Rank: #2179963 in Books
  • Brand: Brand: Charles River Media
  • Published on: 2006-10-11
  • Ingredients: Example Ingredients
  • Original language: English
  • Number of items: 1
  • Dimensions: .98" h x 7.44" w x 9.24" l, 2.00 pounds
  • Binding: Paperback
  • 500 pages
Features
  • Used Book in Good Condition

Most helpful customer reviews

15 of 16 people found the following review helpful.
Excellent book
By Adam Larson
I had been working on a 2D RTS game for about 4 months, once I saw this book I was immediately interested. I've been reading the book for about a week now and all I can say is that it was well worth the money. The examples on the CD are excellent. The terrain rendering is done really well, most of my previous experience with books teaches you how to render a terrain and spread on texture over it. Carl Granberg takes this a lot farther by showing how to break the terrain up into subsets so they can be culled. He also shows several techniques using shaders and textures to create really cool looking terrains. The bad thing is that it is going to take me a long time to fully understand everything that is happening. I am so excited about this book that I just can put it down.

I've been making a goal of typing in the code he has and then modifying it in some way so I really understand what is happening. The main thing this book does is it builds a really good foundation for creating a full RTS game. Not to mention the book comes with prebuilt projects for Visual Studio which is something a lot of books leave out. The code is really well organized, and I've found very few errors in it. I have been working on my own framework for my games for a while, and have created several 2D games, but now it is time to incorporate what this book teaches so I can use it to create 3D games of any type. I am really looking forward to the chapter on creating the minimap.

18 of 20 people found the following review helpful.
Code needs work
By Daviangel
I agree with the previous post.

Since most of the code is not included in the printed book which is actually pretty small it would be nice if the code actually compiled on a modern compiler like VS2005.

I didn't see anything in the book that actually mentioned what compiler or DX SDK the authors used to compile the code but it must've been VC 6 or earlier since the first problem with the code is using for loops with a variable that goes out of scope because of newer scope rules in VS2003 or higher.

Second problem is that most of the code is linked with directshow which is no longer included with DirectX SDK.

If the authors at least included some sort of contact information or webpage at least we could have a chance of getting this code to work but I wasn't able to find anything.

Maybe they could reply to this post.

The only reason I'm not giving the book less stars is that is actually concludes with a game demo is that is pretty damn good almost like age of empires 1 quality. And I've never seen a game programming book with a better quality demo and I own almost 100 or more!

9 of 9 people found the following review helpful.
Best book ever written on Direct3D
By J. S. Harbour
I am a computer science professor who reads scores of game dev and C++ books every year. I have a really hard time choosing a textbook for many upper-division game courses, and rarely have time to read them all. I was really upset when the book initially came out with buggy examples that would not build with VS2005 and would crash a lot, so I had to shelve it for a couple years. Now, returning to the book again while perusing the Amazon reviews, I find that the author, Carl Granberg, released an update of the book's sources with new VS2008 projects and bug fixes, and everything works great now. More than great...

This is the single best book on Direct3D 9 I have ever read, and I am using it as the primary resource for two courses--DirectX II and Game Engine Development. Here are the all-important topics you will learn here that are half baked in every other book I've read:

1. 3D heightmap terrain generation, with a progression from simple to complex with over a dozen examples of each step the author took while developing the landscape for his rts example. THIS ALONE is worth the price of the book! No other resource explains dynamic terrain as well as Granberg does here.

2. Mesh file modeling, loading, rendering, and animating. ALSO worth the price of the book. It's so well done that Granberg is writing another book just on this topic. Character Animation with Direct3D.

3. HLSL shader programming: glow effects, fog of war, team colors. ALSO worth the price of the book. Very good practical real-world use of shaders rather than the usual (Engel, et al) over-hyped approach to the topic. Easy to grasp due to Granberg's excellent pacing and well-described techniques.

In summary, I was a fan of this book even with the buggy problems here and there in his sources. But now that the issues are worked out with the author's updated sources, I'm extremely relieved to have found a MASTER guide to all of the most important Direct3D topics in one volume.

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