This book provides new game programmers with a complete introduction to 3D game programming using OpenGL. All of the basic elements of OpenGL as it applies to game development are covered. Readers will learn how to apply these elements to games. The material is presented in an easy-to-learn manner,
Beginning OpenGL Game Programming
β Scribed by Dave Astle, Kevin Hawkins
- Publisher
- Course Technology PTR
- Year
- 2004
- Tongue
- English
- Leaves
- 338
- Series
- Game Development Series
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
Beginning OpenGL Game Programming is hardly what the title leads one to believe - an introductory book into game development. I initially chose this book as I enjoyed a book by the same publisher - Beginning C++ Game Programming, but was somewhat disappointed in this selection. I don't know where to begin...initially it took some time to tweak the samples just to get them to run. And then there's the fact that the samples are tied heavily to Windows programming even though the author fails to provide adequate coverage on this topic. His quote sums it up - "We are not going to go into the details of the Windows messaging system, as any good Windows programming book will do for you...." Moreover, the book fails to motivate the potential game developer. Halfway through the book, I'm still wandering how most of these code snippets can turn around into re-usable samples for my own game ideas. This of course only leads to further de-motivation which is why I'm moving on to another mentor.
β¦ Table of Contents
Cover......Page 2
Acknowledgments......Page 8
About the Authors......Page 10
Contents at a Glance......Page 11
Contents......Page 12
Introduction......Page 19
PART I: OpenGL Basics......Page 25
1: The Exploration Begins . . . Again......Page 27
2: Creating a Simple OpenGL Application......Page 37
3: OpenGL States and Primitives......Page 59
4: Transformations and Matrices......Page 91
5: Colors, Lighting, Blending, and Fog......Page 123
6: Bitmaps and Images with OpenGL......Page 157
7: Texture Mapping......Page 173
PART II:
Beyond the Basics......Page 207
8: OpenGL Extensions......Page 209
9: More on Texture Mapping......Page 221
10:
Up Your
Performance......Page 245
11: Displaying Text......Page 273
12:
OpenGL Buffers......Page 285
13:
The Endgame
......Page 301
PART III:
Appendices......Page 307
Appendix A: Answers to Review Questions and Exercises......Page 309
Appendix B:
Further Reading......Page 319
Appendix C: Whatβs on the CD......Page 323
INDEX......Page 325
Local Disk......Page 0
file:///C|/Documents and Settings/me/γγΉγ―γγγ/desktop/pictures/getpedia.html......Page 1
π SIMILAR VOLUMES
This book provides new game programmers with a complete introduction to 3D game programming using OpenGL. All of the basic elements of OpenGL as it applies to game development are covered.
This book provides new game programmers with a complete introduction to 3D game programming using OpenGL. All of the basic elements of OpenGL as it applies to game development are covered. Readers will learn how to apply these elements to games. The material is presented in an easy-to-learn manner,
I started out with absolutely NO knowledge about OpenGL, Graphics or Windows API. Now, I'm writing windows apps like its childs-play now. He is accurate, succinct, and just gives you all the info you need and not when you don't. Its accurate and well edited. Goodluck to all without it, and to those