3D Game Programming with C++: Learn the Insider Secrets of Today's Professional Game Developers


General

Subtitle:
Author: De Goes, John
Editor:
Binding: Paperback
Purchase Date:
Purchase Price:
Amazon Link: Buy from Amazon.com

Publishing

Publisher: Coriolis Group Books
Edition:
Copyright Year:
Publication Year: 1999
ISBN#: 978-1-57610-400-2
LCCN#:
Pages: 816
Translator:
Language: English

Comments

Perfect sequel to Coriolis' bestselling Cutting-Edge 3D Game Programming with C++ because it shows developers how to create games for today's state-of-the-art PC platforms and graphics accelerators. All of the examples and source code presented are designed to harness the power of Microsoft's latest version of DirectX-a graphics programming API that greatly enhances the work of developing high performance PC graphics. Currently the only detailed book in print that explains and uses techniques of accurate physics modeling to create highly realistic 3D games.

816 pages

Written for the intermediate or advanced C++ developer, 3D Game Programming with C++ provides an outstanding tutorial and reference to the essentials of today's DirectX game programming. This book doesn't skimp on the nitty-gritty details of serious 3-D graphics, but it's also approachable for any competent C++ programmer. This title is remarkable in two ways. First, it covers the essential features of today's 3-D virtual worlds--like textures, lighting and fog, vertices, and transformations--while providing a thorough yet comprehensible introduction to the powerful DirectX game platform. It covers all the visual effects you'll need to create state-of-the-art games with DirectX. A second standout section is the author's reusable, clearly documented C++ classes for simplifying essential APIs involved in DirectX, including DirectDraw (for 2-D graphics) and DirectSound (for sound). The text focuses on the "serious" 3-D graphics mode of DirectX--Immediate Mode (IM)--which is used on some of today's hottest games. Direct3D IM programming is tough, but this text is one of the best at showing how it's done. Besides DirectX objects and APIs, this book provides some of the "rules" in pseudo-code needed to program successfully with 3-D graphics. This title also serves as a reference with over 400 pages on DirectX classes, including over 150 pages on Direct3D. (Plus, there's material on some of the math required for 3-D graphics). Overall, this book will serve as a valuable resource to any programmer who works with DirectX on a day-to-day basis. Armed with this remarkably clear and thorough title, any C++ programmer can start learning 3-D game programming on the Microsoft DirectX platform. This book sets a high standard as an introduction for serious game development using DirectX and C++. --Richard Dragan Topics covered: DirectX overview, graphics hardware, 3-D virtual worlds, COM basics, DirectDraw APIs and C++ classes, Direct3D Immediate Mode basics, 3-D transformations, textures, MIP maps, lighting, rendering primitives, optimizing techniques, physics (detecting collisions, DirectSound APIs and C++ classes), DirectInput and joysticks and C++ classes, Artificial Intelligence (AI) basics for game characters, DirectX reference, 3-D graphics math reference.