Rating:  Summary: Excellent !! Review: Hi I didn't know anything about making games with or without DirectX. I hardly ever played a game. Now I'm just hooked. This book is excellent, written so good that a newbie in game programming like me could follow it straight through it. It explains more that just the C++ coding technique. I can honestly recommend this book for programmers who want to look into the exiting world of game programming. I'm looking forward to more books from this author.keep coding Stein Karlsen
Rating:  Summary: Outdated Technology Poorly Explained Review: I am actually quite surprised by the large number of positive reviews for this book. It is actually a poor choice for learning DirectX. First, it is worth pointing out that this is an introduction to an older version of DirectX that is no longer being developed by Microsoft. For those who don't know, DirectX is a package of inter-related programs that allow the game programmer to directly access a computer's video monitor, sound card, etc. DirectX has been developed constantly since it was first released back in the 90s. As of this writing (May, 2003), we are now up to DirectX 9, which is *very* different from the version described (poorly) in this book. DirectX 7.0 used something called Direct Draw for graphics, which by itself isn't a bad thing because it is a lot easier to learn than the newer 3D technology that DirectX 8 and 9 emphasized. Direct Draw is no longer being developed, but it is still around for backward compatibility, and is a good place to start for beginners. Unfortunately, the author does a poor job teaching it. First, as the author makes clear in the book, but may be less obvious to an online buyer not sitting in a bookstore flipping through the pages, you *absolutely* must know C++ and (preferably) have a copy of Microsoft's Visual C++. This is fairly standard stuff, but beginners need to know they should learn C++ first. Plus, you really should learn at least the bare essentials of Windows programming, which you can pick up from a few places - including one of the "Dummies" books, if nothing else. True beginners may want to start with simpler packages based on the Basic language that integrate DirectX behind the scenes. Check out Blitz Basic or Dark Basic, both of which are much easier to learn than C++ and DirectX, and may be all you need. If you want to become a professional, however, C++/DirectX is the way to go, but even then these other programs can help you learn the basic concepts in an easy/newbie friendly environment. Once you know the basics of C++, BEFORE you buy this book, you should download the DirectX 7 (not 8 or 9) Software Development Kit from Microsoft's web site. Go straight to the help files and read them thoroughly (or at least the Direct Draw stuff), and load and run the sample programs. You should also read some very good tutorials at the GameDev web site, particularly the series of articles by Joseph Farrell called "Game Programming Genesis." All of this (the SDK and GameDev articles) are absolutely free. You should also be able to find a used, out-of-print version of Microsoft's own "Inside DirectX", which is much better than this book. Only then, if you are still confused should you even think about buying this particular book. The book itself, however, has many flaws in my opinion, including: - little or no discussion of basic Windows GDI programming. Simple stuff like drawing text, lines, boxes -- all come in handy in DirectX. - discussion/use of only parts of Direct Draw, with little no discussion of the stuff he leaves out. - little or no discussion of Direct Input, which provides fast access to the mouse and the keyboard. - the game he makes uses 8 bit graphics and palettes, an older technology that is harder for newbies to learn. - over-reliance on C++ classes and object-oriented programming. Yeah, I know some people love this stuff, but most programmers like creating their *own* classes, not trying to figure out or adapt someone else's. In most cases, the ideas he tries to get across could be done more simply. - a whole chapter on "AI" that really only discusses the simple AI he decided to include in his game, and says little or nothing about AI more broadly (including pathfinding and all sorts of other game related stuff). There are whole books on this sort of thing, but a few pages that at least introduce them would be worthwhile in a beginners book. All in all, if you want a lengthy, somewhat confusing book about how to make a particular game, with little or no discussion of C++, Windows programming, or DirectX as a whole (beyond the parts he uses), this is a worthwhile buy -- but only after you check out the other stuff I mentioned first.
Rating:  Summary: Good start on DirectDraw Review: I come from VB Application devlop world. I entered the world of C++ and DirectX easly, thanks to this book. I wad disappointed that no Direct3D is mentioned, so I must buy more books to really learn Computer Game Programming
Rating:  Summary: Learn the basics of writing a complete game. Review: I disagree with the first review. This book was not written to teach you directX. It was written to provide some guidance in programming a computer game USING directX. Want to learn directX? go buy a DirectX. Want help figuring out all of the steps in creating a computer game? Buy this one. Yeah, the technology may seem old, but not all computer games are first person shoot'em up games. The technology in this book is easily used to create some fine entertaining games.
Rating:  Summary: Not what I expected Review: I expected a book that covers most of DirectX and what it can do. Instead, the only thing this book has to offer is how to program a 2D game in 15 chapters. The book should be titled, learn old computer game programming.
Rating:  Summary: Learn Computer Game Programming with DirectX 7.0 Review: I have 3 dozen game programming books and this one is the best one. It gives an excellent review of how to use DirectX and the sample programs are excellent. If you are interested in game programming this is one book you must have.
Rating:  Summary: Great book for any C++ game programmer Review: I have been reading Inside DirectX and have been learning how to make game capable of internet multiplay capabilities. Along with this book Ian's book has allowed me to create and improve my code exceptionally. I had begun writting my code using C style but after I read this book I was able to convert it to C++ which made things faster in Runtime and developing time. Better understand C++ pretty good before you get this book, if you do you should be able to make some pretty fresh 2D video games folks. Thanks for your time.
Rating:  Summary: To much per chapter. Review: I really didnt like this book because: 1. He started out with a very large program and he spent like 50 pages explaining so by the time you got done reading about his example you had forgotten what the hell he was talking about. 2. I am only judging this book by the first two chapters though, becuase the first two chapters were enough to confuse me and make me turn to another source. 3. Instead of taking it slowly and going with just a simple example he has to start out with a few thousand line example in his first chapter.
Rating:  Summary: Great for learning and reference Review: I've read other DX books in the past trying to get a headstart but this was by far the best. I've been using it to nail down the essentials to DirectDraw, Sound, and a little music - this book covers them all. This is not a book for everyone though - C++ knowledge will be very necessary, without it you'll be left staring at the pages. The material quickly develops into a nice little game that isn't expected to be anything phenomenal, but definitely gives you the background to understanding concepts such as page flipping, image transparency and clipping, sound buffers, and so on. I've contacted Mr. Parberry with a couple questions on the book, he was very courteous and prompt with his reply. If you've learned some C++ and are looking to get into the DirectX APIs, this is the book for you!
Rating:  Summary: Learn the complete game development process Review: If you have a true desire to learn how to program and create video games but can not seem to get started on your own, this book is just what you are looking for. Dr. Parberry not only presents the fundamentals of creating a solid game engine, but he teaches the thought processes needed to do so. This book is devoted to creating a complete video game, one logical step at a time. Each chapter is accompanied by easily compiled code that demonstrates the development process. The game that Dr. Parberry creates is simple in concept, making each lesson easy to comprehend. Do not expect to learn advanced 3D and rendering techniques. Such concepts were appropriately left out. Including such techniques would do nothing more than muddle attempts to teach novice game designers to create solid, functioning games. The programming style was also kept as simple as possible, allowing novice programmers to solidify their C++ experiences. Dr. Parberry is a professor of computer science and it shows. His ability to discuss and display sound programming techniques should be invaluable to any novice programmer. By studying this book, I gained the knowledge necessary to create my own video game. Within two months of buying this book, I had finished my game demo and shared it with several professional game developers. Within a few weeks, I had received two job offers. I assure you, my demo was the pivotal component that got my foot in the doors of both companies. If you are serious about joining the game industry, make this one of the first books you buy.
|