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Programming A Multiplayer FPS In DirectX (Anglais) Broché – 19 janvier 2005

3,6 étoiles sur 5
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3,6 étoiles sur 5 19 commentaires provenant des USA

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Description du produit

If you have experience with C++ and DirectX and have always wanted to program your own game, this is the book for you. Programming a Multiplayer FPS in DirectX takes you from the basic game design to a fully functioning game! All of the source code, assets, and tools are included- you just work through the tutorial-based chapters and watch the game come to life as you develop it. And as new features are added, you can begin playing with them to see them in action. Following a typical game development process, the book is separated into two distinct parts: Part One focuses on the design and development of the game engine, and Part Two concentrates on putting the game together using the engine. The theory has been kept to a minimum, so that you are following a hands-on approach and adding new functionality to your engine as you proceed. In the first part, you'll learn about the many facets of DirectX, C++, and object-oriented programming. You'll also learn how to design the engine and put the infrastructure into place. The next chapters will each add a new module to your engine including input, scripting, 3D rendering, sound, networking, and scene management. The second part covers the final development stages, including everything from game play to player management; it culminates with the complete multiplayer FPS game. Throughout the book you'll learn key topics that will bring you up to speed with industry proven techniques, while improving your confidence as a developer. And because DirectX is the most prevalent game development tool available, once you master this project, you'll have the skills you need to create a variety of games!

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Amazon.com: 3.6 étoiles sur 5 19 commentaires
27 internautes sur 28 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Excellent Introduction 4 avril 2005
Par P. H. Mason - Publié sur Amazon.com
Format: Broché Achat vérifié
When I first found out about this book I thought it had a snowball's change in hell of being even a half decent book (being a pretty ambitious topic). I've changed my mind after actually reading the book, and found it to be an excellent introduction to writing a FPS game engine. Granted, it's not DOOM3 but the end result is a simple, complete working engine; which is quite an achievement in my opinion.

One caveat though, even though the book is fairly simple and not exactly taxing (a tribute to the author) it is certainly not a beginners book. You should already be fairly comfortable with C++ and DirectX 9 to get the most out of it and be prepared to study the source and MSDN documentation (a good habit to get into anyway).

The book covers most of the major parts of a FPS engine at a reasonable level, resulting in a well designed, modular engine that can be expanded on quite easily. The main value of the book, however, is the design of the engine which should help a lot in developing your own engine (since most books cover the therory in exhausting detail but ignore the overall engine design - if you're looking for detail, this may not be the book for you).

After reading this book, the following books may be useful:

1. Introduction to 3D Game Programming with DirectX 9.0 (excellent intro to DX9).

2. 3D Game Engine Architecture : Engineering Real-Time Applications with Wild Magic (nice and detailed - I recommend all David Eberly's books).

3. Real-Time Rendering (doesn't get better than this).

4. Game Programming Gems (buy all of them, now).
9 internautes sur 12 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 Useful book, really bad FPS game 5 février 2007
Par GameMaker - Publié sur Amazon.com
Format: Broché Achat vérifié
I've enjoyed reading this book. It effectively shows you how to write a very basic first person shooter in directx. Well done. It briefly introduces rendering, a simple scripting system, peer-to-peer networking, handling user input, scene management, collision detection, sound effects, and more. Not bad. The code is fine, I had no problems compiling it in VS2005 (check the authors website for the latest code though) and I learned a lot from reading the book and going through the code. In short, I am glad to have bought and read this book and I do recommend it to others.

The book does have some drawbacks though. I feel that the actual game that is built in this book is embarrasingly bad. The networking system, rendering system, user interface, and everything else about it are bare-bones functional, but certainly not good enough that you'd want to encorporate them into your own game. I suppose that the thought is that you should first learn to build a Yugo before you learn to build a Ferrari, but personally I'd rather just learn to build the ferrari right off the bat :) Oh, and why must the graphics suck so badly? I realize that it doesn't necessarily impact the goal of learning the various topics, but seriously, how hard would it have been to at least provide a decent character model, or some decent textures and lighting and so forth?

One last thing. The book assumes a familiarity with C++ and to a lesser extent with Directx, so if you are brand new to either of those, the book will be pretty challenging to follow.
1.0 étoiles sur 5 Defective programming disk:( 6 mars 2015
Par Green Bananas - Publié sur Amazon.com
Format: Broché Achat vérifié
Disk that came with the book was defective. I guess that's what you get when you buy used. The book was actually in great shape, it seemed that it was new. But the disk was more important so my stepson informed me.
1 internautes sur 1 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Five Stars 28 juillet 2014
Par Young - Publié sur Amazon.com
Format: Broché Achat vérifié
I love it
1 internautes sur 4 ont trouvé ce commentaire utile 
1.0 étoiles sur 5 Officially useless 14 juin 2013
Par AST - Publié sur Amazon.com
Format: Broché Achat vérifié
1st off, it uses Direct Play which is now deprecated. 2nd, Chapter 8 (which is the first mention of any networking - pg 188) opens by informing you that networking is a very large topic and could take up an entire book if not more. But they were willing to waste 188 pages on not teaching you networking. And then they teach you how to make something cutting edge if you travel back in time. Casual web searches will be more useful.
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