How many times have you spent countless hours completely absorbed in conquering the latest role-playing game? Want to experience the thrill of creating your own captivating role-playing game? This book is your guide to doing just that. Covering everything that you need to create a role-playing game-
Programming Role Playing Games with DirectX (Game Development Series)
β Scribed by Jim Adams
- Publisher
- Course Technology PTR
- Year
- 2004
- Tongue
- English
- Leaves
- 881
- Series
- Game Development Series
- Edition
- 2
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
I wanted to give this book just 1-star, but I went with 2 on the basis of the facts that a) it is most likely a good source of information for more experienced programmers, and b) I didn't get far enough into the book to rate it in its entirety.
First off, as others have mentioned, "beginning to intermediate" level programmers need not waste their time with this book. As a matter of fact, if you don't have any exposure to DirectX in the first place, this book will be confusing and nearly worthless. It serves more as a higher-level discussion on how various pieces of a game should be designed than it does an educational tool.
While the book does have its merits, it was clear that the author was not able to relate to the beginning to intermediate level game programmer very effectively at all. I found it to be money wasted in that regard.
β¦ Table of Contents
Cover......Page 1
Contents at a Glance......Page 9
Contents......Page 11
PART I Working with This Book......Page 28
Preparing for the Book......Page 30
PART II DirectX
Basics......Page 70
Drawing with DirectX Graphics......Page 72
Interacting with DirectInput......Page 168
Playing Sound and Music with DirectX Audio and DirectShow......Page 198
Networking with DirectPlay......Page 260
Creating the Game Core......Page 302
PART III Role
Playing Game
Programming......Page 364
Using 2-D Graphics......Page 366
Creating 3-D Graphics Engines......Page 398
Mixing 2-D and 3-D Graphics Engines......Page 460
Implementing Scripts......Page 476
Defining and Using Objects......Page 510
Controlling Players and Characters......Page 548
Working with Maps and Levels......Page 648
Creating Combat Sequences......Page 702
Getting Online with Multiplayer Gaming......Page 724
PART IV The Finishing
Touches......Page 780
Putting Together a Full Game......Page 782
PART V Appendixes......Page 836
Appendix A Bibliography......Page 838
Appendix B Whatβs on the CD-ROM......Page 844
Appendix C Glossary......Page 848
Index......Page 861
π SIMILAR VOLUMES
This book is for programmers who want to go into the specialized field of programming<br>role-playing games (RPGs). I think RPGs are some of the best games to play.<br>I also think that RPGs are the hardest to create. Information on RPG game programming<br>is hard to come by, so to fill that need, I
How many times have you spent countless hours completely absorbed in conquering the latest role-playing game? Want to experience the thrill of creating your own captivating role-playing game? This book is your guide to doing just that. Covering everything that you need to create a role-playing game-
In comparison to the popular first edition, "Programming Role Playing Games with DirectX (1931841098), this second version covers the updated version of DirectX (DirectX 9). Readers learn how to use DirectX 9 to create a complete role-playing game. This comprehensive guide contains everything the r
How many times have you spent countless hours completely absorbed in conquering the latest role-playing game? Want to experience the thrill of creating your own captivating role-playing game? This book is your guide to doing just that. Covering everything that you need to create a role-playing game