Minggu, 10 Januari 2010

[N314.Ebook] Free Ebook Beginning Game Programming, by Jonathan S. Harbour

Free Ebook Beginning Game Programming, by Jonathan S. Harbour

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Beginning Game Programming, by Jonathan S. Harbour

Beginning Game Programming, by Jonathan S. Harbour



Beginning Game Programming, by Jonathan S. Harbour

Free Ebook Beginning Game Programming, by Jonathan S. Harbour

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Beginning Game Programming, by Jonathan S. Harbour

"Beginning Game Programming, Third Edition" shows budding game developers how to take their game ideas from concept to reality. Requiring only a basic understanding of the C++ language, this unique guide covers all the skills needed to create 2D and 3D games using code written in DirectX. Each element of a game is taught step-by-step, from learning how to create a simple Windows program, to using the key DirectX components to render 2D and 3D, to adding sound to your game. Using the skills taught within each chapter, readers will develop their own game library, which they can build upon for future game projects. And this updated, new edition includes end-of-chapter quizzes and projects to help you practice your new skills! At the end of the book, newfound skills will be put to use as you create your own complete, fully functional game.

  • Sales Rank: #1109509 in Books
  • Brand: Brand: Course Technology PTR
  • Published on: 2009-07-27
  • Original language: English
  • Number of items: 1
  • Dimensions: 1.30" h x 7.30" w x 9.10" l, 2.05 pounds
  • Binding: Paperback
  • 448 pages
Features
  • Used Book in Good Condition

Review
Part 1: Introduction to Windows and DirectX Programming. Chapter 1: Getting Started with the Windows API. Chapter 2: Windows Messaging and the Game Loop. Chapter 3: Tapping Into Direct3D. Chapter 4: Initializing A Direct3D Device. Part 2: Creating a 2D Arcade Game. Chapter 5: Drawing Basic Graphics (Bitmaps). Chapter 6: Using Timers For Animation and Framerate Control. Chapter 7: Drawing A Tile-Based Game Level. Chapter 8: Drawing and Animating Sprites. Chapter 9: Detecting Sprite and Tile Collisions. Part 3: Creating a 3D Artillery Game. Chapter 10: Drawing Advanced Graphics (Meshes). Chapter 11: Setting Up The Camera View. Chapter 12: Adding Lights To The Scene. Chapter 13: Rendering A Static Environment. Chapter 14: Firing Rockets and Blowing Stuff Up.

From the Author
Part 1: Introduction to Game Programming with Windows and DirectX
Chapter 1: Getting Started With Windows
Chapter 2: Listening To Windows Messages
Chapter 3: Initializing Direct3D

Part 2: The Game Programming Toolbox
Chapter 4: Drawing Bitmaps
Chapter 5: Getting Input with the Keyboard, Mouse, and Controller
Chapter 6: Drawing and Animating Sprites
Chapter 7: Transforming Sprites
Chapter 8: Detecting Sprite Collisions
Chapter 9: Printing Text
Chapter 10: Scrolling The Background
Chapter 11: Playing Audio
Chapter 12: Learning The Basics of 3D Rendering
Chapter 13: Rendering 3D Model Files

Part 3: Game Projects
Chapter 14: Anti-Virus The Game

Part 4: Appendices
Appendix A: Configuring Visual C++
Appendix B: Resources For Further Study
Appendix C: Chapter Quiz Answers
Appendix D: Additional Examples


Source code for the projects in this book may be downloaded from these book resource locations:

  • jharbour.com/forum (must create a free account first)

About the Author
Jon Harbour has been programming video games since the 1980s. His first video game system was an Atari 2600 which he played with disassembled on the floor of his room as a kid. He has written on languages and subjects that include: C++, C#, Basic, Java, DirectX, Allegro, Lua, DarkBasic, XNA Game Studio, Pocket PC, Nintendo GBA, and game console hacking. He is the author of Visual Basic Game Programming for Teens, 3rd Edition; Visual C# Game Programming for Teens; Beginning Game Programming, 3rd Edition; Multi-Threaded Game Engine Design and XNA Game Studio 4.0 for Xbox 360 Developers. Visit his blog and forum at jharbour.com.

Most helpful customer reviews

12 of 12 people found the following review helpful.
Excellent place to start
By Kevin Dill
I am a professional developer who's worked on a wide variety of games (including some big titles like Zoo Tycoon 2 and Red Dead Redemption), and also teach classes in game programming and game AI. I use this book as a text for half of my Introduction to Game Programming class, and have my students (who are typically sophomores, many of whom have never built a game or even used C++ before) build a 2D game from scratch in C++ in about 5 weeks.

For somebody who has never built a game before and wants to learn about how they work, this book is an excellent place to start! It doesn't really get into 3D games at all (the last couple chapters hardly even scratch the surface), but it does teach the basic skills necessary to nearly all games out there. It also teaches the basics of working with DirectX and Windows.

I have two complaints with the book (from a teacher's perspective). First, while it is an excellent place to start, it doesn't cover the full breadth of material that I need to get through in an Intro to Game Programming book. With that said, it's much more practical and concrete than other books I've look at, which is why I still use it.

My second complaint is that the code - while functional and easy to take apart and play with - is very much sort of quick-and-dirty, C-style code. For the most part it's all just stuffed into the main() function with no classes at all, a lot of global variables, and poor variable/function names. This is fine for demonstrating the concepts, but I also need to teach my students how to write good code, code that can be expanded on and maintained over the course of a project that will last at least a couple years (and grow to be hundreds of thousands or millions of lines of code), and of course code that will get them past the technical interview at a game company. It would be nice if the book code stood out as an example of how to write really good, well-structured code, not as an example of what *not* to do when architecting your engine.

14 of 15 people found the following review helpful.
Beginning Game Programming Third Edition
By EddieV223
Most of the reviews on this book are from the first and second editions which are from different writer and/or different language C. This review is of the Third Edition by Jonathan S. Harbour, for C++.

The book is really good, it starts into the basics of windows programming but only goes far enough so you know how to get a program running to start making directx games, which is good cause that stuff is confusing and not much fun. But the rest of the book is a blast to read and the information is priceless. As you go through the book you start building a library of your own for directx that you can use in all your projects and games even after the book is read, which gives it lasting value. The writing style is excellent and interesting, the example code just works everytime if you type it in correctly. Overall this book is perfect for me and perfect for anyone who understands C++ and wants to make games with directx.

10/10

2 of 2 people found the following review helpful.
A definate step for beginners to game development
By Amazon Customer
I have been teaching myself game development through the years This review is going to be lengthy but well worth the read.

This book delivers its promise of being for beginner programmers. It will be by the end of the 5th chapter, you will have DirectX set up for a framework and actually make a game. It is well written with a few author quirks but by the end you will know how to set up what you need for your game.

I would have bought this book sooner, but I was arrogant and getting myself confused in the DirectX vs OpenGL debate way before it would even matter, before I knew how to program a game. Don't cloud yourself with that argument when learning. It cost me a year before another programmer slapped me. If you use windows, beginning with DirectX is a no brainer because it has all you need in a tool set, which makes it easier to learn. You can always learn other libraries, but first you have to learn to make a game.

But do not buy this book thinking it is for a pure beginner. It is for a beginner PROGRAMMER. You need to know the language before you pick this book up. If you do not understand references or pointers (or accept pointers for what they are) I would say learn more C++ before you continue. If I could send my past self books, My list would have went like this:

Beginning C++ Game Programming (You need to know a language. C++ isn't the best to start with, but I did anyways. NO REGRETS)
C++ Primer (This is useful no matter what level your expertise of C++)
Beginning Game Programming (This book)
Code Complete (With bigger programs, you NEED to know programming etiquette. It saves you time and effort.)
Programming Roleplaying Games /w Direct X (This will let you make a game engine with some bells and whistles. It will really teach you file input/output with lists and such, and expand your knowledge about menu screens and dabble in making tools)

After those books, I would say you should try to make your own game or find a book on the genre you would like to specialize in.

I hoped this help. Just remember the Gamer Creed: Good Luck and Have Fun!

These next resources are entirely optional, But I would recommend them to any beginner enthusiastic about doing development:

Blender 3D
Blender3D is a free 3D Modeling program that is 20 levels of awesome. Google "Sintel movie" and try not to shed a tear. The learning curve is steep, but once mastered, it is quick. Keep a key layout guide taped to your desk.

Gamedev.net
If you dont know already, there is a game development site called Gamedev.net. If you have questions, this is a great place to go. They have tutorials and articles and job postings and the people there are patient, mostly. It is worth at least one look.

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