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Sams Teach Yourself Game Programming with DirectX in 21 Days, by Clayton Walnum
Get Free Ebook Sams Teach Yourself Game Programming with DirectX in 21 Days, by Clayton Walnum
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From the Back Cover
The introductory chapters provide a solid basis in using Direct3D and DirectSound in a 2D gaming environment, providing not only the necessary theoretical discussions, but also sample programs that demonstrate the concepts discussed. Once the reader learns these basic DirectX techniques, the book leads the reader through the design and programming of a console-style computer role-playing game. As the reader builds the game piece by piece, he not only applies what he's learned about Direct3D and DirectSound, but also learns the fundamental skills needed to program games. Currently, no other book on the market covers the same material.
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About the Author
Award-winning authorClayton Walnum has been writing about computers for two decades. In the 80's, Clay published many computer games in Atari computer magazines and eventually became the Executive Editor of two monthly Atari magazines, ANALOG Computing and ST-Log. Over the course of his career, he has written many books on graphics and game programming, covering such technologies as Visual Basic, C++, OpenGL, and DirectX. Some of these books include Sams Teach Yourself Game Programming with Visual Basic 6 in 21 Days, Dungeons of Discovery: Writing Dazzling Windows Games with WinG, 3-D Graphics Programming with OpenGL, and Creating Turbo C++ Games. Clay holds a degree in Computer Science.
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Product details
Paperback: 720 pages
Publisher: Sams Publishing (September 5, 2002)
Language: English
ISBN-10: 0672324199
ISBN-13: 978-0672324192
Product Dimensions:
7.2 x 1.5 x 9.1 inches
Shipping Weight: 2.5 pounds (View shipping rates and policies)
Average Customer Review:
3.6 out of 5 stars
26 customer reviews
Amazon Best Sellers Rank:
#6,225,431 in Books (See Top 100 in Books)
First of all, let me say I'm a fairly average VB programmer, probably a bit more advanced than this book is intended for, but I'm not that great a programmer, period. In fact, that's why I use visual basic. I started off with C (in fact, I own 2 of Mr. Walnum's books on game programming in C), but I wasn't very good at C, and even worse at C++.Anyway, after my first glance through this book, I said to myself, "Wow, I just wasted $an amount.". (Actually, my first thought was I'd seen this before, in fact, a lot is identical to one of Mr. Walnum's game programming in C book from about 6-7 years ago).But upon closer inspectation, that's not really fair. After reading the book, it is a pretty decent book. It is aimed the beginner, which is probably a good thing, since there very few game programming in VB books, and this is the only one for VB6.0, and the only one still in print. The games start out very simple and gradually get more complex, but even so, you're not dealing with very complex games.For instance, 1/3 of the book is dedicated to building the game "Moonlord", which rather than being a 'Space Adventure game' (as the book describes it), is basically a 'Star Trek' clone, which was one of the earliest computer games ever. It was the first computer game I ever played, back on my TRS-80 (with tape drive) in the late 70s. It also later appeared on the Atari 2600 video game console as 'Stellar Track'.On the one hand, the book is aimed at beginners, so I can see keeping the games pretty simple. But that's just a bit too simple, I think. I mean, on Day 8 (of the 21 days), you're writing a blackjack games. Blackjack! Probably the 2nd simplest card game (the 1st being high card wins).Besides being a bit too simple in places, the book is a bit flawed. First of all, the author used graphics (and programs converted from C++) from a far older book of his, which featured 16 color graphics (Not 16 bit, 16 colors total.) Because of this, a lot of the games you make look dated and sort of faded (Crystals, DragonLord, and the card games use graphics from the older book). But the rest just seem to use graphics inspired by it - not very colorful and very drab. This also is why the games seem very simple - those 3 were originally dos games, and some of the difficult bits in writing them were parts that windows does automatically (like the mouse, or a pop-up window, for instance). Converted to Windows, the games are far simpler.Secondly, the author seems to have started out with the premise that Visual Basic cannot do graphics very well. In fact, early on in the book the author writes "If you want to write the next Quake or Might & Magic, forget Visual Basic.". While I would agree about Quake, the first 6 Might and Magic games are definitely possible with Visual Basic. In fact, until Might and Magic 6 (not the 6th game in the series, that was Swords of Xeen)the games all had a pseudo 3D view created by using sprites. Which is not only possible in VB, but is pretty easy in VB (easy because I managed to do it on my own).Yes, it's slower than C, but computers are very fast these days. While the cd-rom states that the minimum requirement for this book is a 486 PC, you can literally buy a better PC than that for the price of this book. (I bought a 450 megahertz computer for an amount 18 months ago, and a Pentium 166 about a year ago for an amount with a monitor). And Visual Basic 6.0 seems to be a lot faster than previous versions of VB, and it compiles to a true exe, not just pseudo-code (like it used to).So, you can have a decent amount of sprites and animation in VB games, but the author doesn't think so, and doesn't even try to tell you how to write a game with more than 1 or 2 things moving around, or any sort of moving background or real animation. All you get is very very basic information on sprites and almost no animation at all. It's not that difficult, either, so it shouldn't be out of scope for a beginners book.Still, ultimately though, the book does live up to it's premise. It will teach you how to write games in Visual Basic in 21 Days. Just very simple games. And it does a very good job of explaining how the programs work, rather than just listing the source and letting the reader figure it out (which the older book, Black Art of VB Game Programming did), and the games are relatively entertaining, if simplistic.
I spent $10+ (its an old book) combined between 2 different retailers promising the disk was sealed. One sent the book in flimsy large envelope where the disk was broken. The other sent a book with the wrong disk included. I was especially impressed with this retailer just for the care they put into shipping the book. The book arrived in a box padded so that there was no possibility of damage. That's more care than any other retailer has gone through for any item with low value. Safe to say the book came in perfect condition along with disk. All I wanted was the disk since I have 3 copies of the book without.. Thank you for your care.
I learned VB 6 in the classroom so I had a basic knowledge of vb. I learned a lot about game programming from this book. I even learned a lot about VB. I like the way he explains the code. Also the exercises help reinforce what he covered in each chapter.If you are a person that learns by doing I recommend this book. He only spends a little time on DirectX. The introduction to AI was not very good. The flaws in the code were ok because I knew enough about vb and debugging to fix them.
Okay, may not be useful with current version of DirectX
The book is helpful, but I thought there was a disk and it doesn't have one. That's my only complaint.
This is an outstanding book in every sense of the word. The author is knowledgeable about game programming and writes with panache and clarity. The folks who'll benefit most from this book are those who've just mastered the basics of vb, and are itching to polish up their skills, especially in the area graphics and animations.I consider myself an advanced-beginner/intermediate vb programmer. I've found this book a pure joy to read. This is probably the only vb game programming book in print today, and thank God it's as good as it can get. It takes you slowly by the hand from simpler games to the ones that are much more complex. Although the title says "Teach yourself in 21 days", if you're thorough like me, you'd take considerably longer. For example, I took more than a coupla days to fully understand and analyse how the codes work for each chapter from Day 7 onwards. You must be prepared to work them out in front of your PC. Trust me, it's very rewarding.It's rare these days to find authors who can make tough programming topics easy (and game programming IS difficult). Prior to reading this book, I thought it'd be hopeless to learn to write a game in VB by myself. This book bring game programming right to the door-step of junior vb programmers. Great job, Walnum.PS. By the way, this book is clealy pitched at beginning and intermediate programmers. I've read earlier somewhat negative reviews here which lamented the lack of instructions on DirectX. Come on! The "Teach Yourself" series are NOT for advanced programmers. You can't put a book down just because it didn't meet with your expectations. At best you can ony say that YOUR judgement about the book is wrong; you can't then conclude that the book is bad. You can only do justice to a book's worth by considering its merit vis-a-vis its targetted audience.
I found this book would have helped me a few years ago. But I still found I learned alot from it. It covers the basics of graphics and moves on into the API but keeps everything game oriented, not like most VB gaming books of the past.Also covering sprites and sound very well I found quite a few tricks I could not find on the VB gaming resources through the net. Building games like Arcanoid and a Simple RPG was fun but with only 24 Pages (in an appendix) on 3d game Programming using directX was a Little less than I would Have expected for a game programming book in this day and age. Over all I recommend this book for anyone with an intrest in game programming who can stumble there way through VB.
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