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Opengl Game Programming [Anglais] [Broché]

Dave Astle , Kevin Hawkins
5.0 étoiles sur 5  Voir tous les commentaires (1 commentaire client)
Prix : EUR 34,21 LIVRAISON GRATUITE En savoir plus.
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Descriptions du produit

OpenGL Game Programming This book is a complete guide to game development using the OpenGI graphics API. Myriad examples are included to demonstrate various concepts such as: coloring, texture mapping, blending, lighting, coordinate transforms, 3D modeling, collison detection, and several other key concepts involved in game development. Full description

Détails sur le produit

  • Broché: 808 pages
  • Editeur : Prima Tech; Édition : Pap/Com (7 novembre 2003)
  • Collection : Game development series
  • Langue : Anglais
  • ISBN-10: 0761533303
  • ISBN-13: 978-0761533306
  • Dimensions du produit: 23,3 x 19 x 4,3 cm
  • Moyenne des commentaires client : 5.0 étoiles sur 5  Voir tous les commentaires (1 commentaire client)
  • Classement des meilleures ventes d'Amazon: 50.043 en Livres anglais et étrangers (Voir les 100 premiers en Livres anglais et étrangers)
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Commentaires client les plus utiles
17 internautes sur 19 ont trouvé ce commentaire utile 
Par totoz
Format:Broché|Achat authentifié par Amazon
De nombreux sujets divers sont traités (hight fields, models 3D, bilboarding, miroirs, ombres, système de particules, son, détéction de collision, physique...) pour finir au dernier chapitre à créer un petit moteur 3D (simple et basic).
Ce livre n'est qu'une "introduction" aux sujets traîtés mais reste excellent pour tous les débutants en 3D et programmation...
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Amazon.com: 3.7 étoiles sur 5  64 commentaires
29 internautes sur 30 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Excellent! 8 juin 2001
Par Steve Jordan - Publié sur Amazon.com
I've read several OpenGL books, and this one ranks with the best of them. The best thing about it, though, is that it's not just an OpenGL book, it's a game programming book, so not only will you learn OpenGL essentials, you're learn how to specifically apply them to games.
The book is very easy to read and understand. It's been written in such a way that I think even someone with no experience programming games will be able to pick it up and soon be able to create a simple 3D game.
In addition to the OpenGL coverage, the coverage of DirectInput and DirectSound is some of the best I've ever seen. The chapters on special effects and physics were of particular interest, as were the chapters on engine design and the final creation of a game.
Whether you're just getting interested in game programming, or have been doing it for a while but don't know OpenGL, you need this book.
33 internautes sur 35 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 Accessible, but Sloppy and Rather Windows Specific 2 janvier 2003
Par Amazon Customer - Publié sur Amazon.com
This book covers a broad range of game programming areas, with specific sample code provided both in print and on a CD.
What the book cover and abstracts fail to emphasize is that despite the "OpenGL" in the title, this is a rather Microsoft Windows specific book in many aspects. A considerable portion of it is spent talking about Windows specific APIs like DirectSound, and most of the examples use Windows event handling. It's probably hard to avoid the former issue, as there are no platform independent APIs for high quality sound, but many of the examples would not have suffered from being written using GLUT event handling.
Overall, the book is written in a sensible style that may be more accessible to some readers than the "official" OpenGL manuals. However, the areas that I had independent knowledge on (Math and Physics), I noticed numerous mistakes and sloppy reasoning, which may or may not extend to the areas that I can't verify independently.
Not overly valuable to me as a non-Windows programmer who has read the "official" tutorial volume, probably quite a bit more valuable to a Windows based programmer with little prior OpenGL experience.
28 internautes sur 32 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Comments from the author of the book's foreword 4 août 2001
Par Mark J. Kilgard - Publié sur Amazon.com
Finally, a book on OpenGL programming specifically for games! This book fills an important gap in any OpenGL programmer's bookshelf. Some of the most popular 3D games for the PC, most importantly Id Software's Quake series of games, use OpenGL as their 3D rendering interface. Now programmers that want to learn about OpenGL game programming have a place to begin.
This book explains OpenGL in the context of other PC programming interfaces such as DirectInput and DirectSound. It also explains practical game-oriented programming tasks such as loading animated Quake2 models.
Recent OpenGL features such as multitexturing are also explained. Multitexturing is really important for dynamic game lighting effects and extra realism.
While other books such as the OpenGL Programming Guide and Reference Manual explain the OpenGL API in more detail, this book explains OpenGL in the specific context of game development on the PC.
I recommend this book for anyone interested in learning about PC game programming. While you may be learning about OpenGL for programming games, you should also be aware that OpenGL is the industry-standard 3D graphics API for professional 3D graphics applications and is the only truly multi-platform standard 3D API available. OpenGL is supported on Windows, Apple, Linux, and Unix workstation platforms. This makes knowledge of OpenGL an important asset for any computer programmer.
I am pleased to have been asked to author the foreword of this book.
9 internautes sur 9 ont trouvé ce commentaire utile 
2.0 étoiles sur 5 Feels weak for the price. 12 avril 2002
Par John - Publié sur Amazon.com
The authors of the book are good, they really know their stuff. The thing about this book that I can't stand is charging [enough money] for the basics of graphics programming maths that are found in any other maths or graphics programming book. The introduction to WIN32 and WinMain, together with the repetition of setup code to initialize the main window and contexts make the book a lot thicker than it actually is. Most of the technologies mentioned in the book are given a mentiion and a little explanation. To be fair, game programming is a big topic and there are many fields of knowledge to cover. Squeezing it into one book rather than a series or collection is not easy. This means it must be tailored to a specific audience. Is this book written for you? If you know nothing about programming or graphics, this could be the book for you, then most likely you'll like the book. Are you willing to part with [money] in exchange for a basic tutorial? The think I like so for about it is that it is accurate and written with a good style. Please browse a copy of the book before buying it.
12 internautes sur 13 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 The best...but not perfect 20 décembre 2001
Par Warren C. Moore - Publié sur Amazon.com
Format:Broché|Achat authentifié par Amazon
This book has many things going for it. Its advanced texturing, Win32 programming, and physics sections shine. The engine design section is concise and well-assembled too.

It also has some flaws. The particle engine is sorely lacking in terms of examples and somewhat in its flexibility. I really wish the guys had spent more time on comprehensive material on the different types of matrices, though the matrix math section is good despite this. Texture coordinates needed more coverage. It would have been very nice for them to have used SDL or another cross-platform library for input and sound, because one of the main purposes of OpenGL is portability, and DirectInput/Sound lock you into the Window platform. Also note that the first printing books have no source included(...).
This has been corrected in successive printings.

It may seem like I'm tearing this book apart, but I assure you I'm not. Most of the flaws I mentioned were very minor in comparison to the brilliance of the good points. This book was the sole impetus for my finally buckling down and learning OpenGL after months of trying. It has volumes of useful information for any skill level, and I would most definitely recommend it as a first read for anyone interested in using OpenGL for games.

Warren 'zealouselixir' Moore
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