Cutting-Edge 3D Game Programming with C++ | 
enlarge | Author: John De Goes Publisher: Hungry Minds Inc,U.S. Category: Book
Buy New: £76.50
New (3) Used (6) from £24.02
Rating: 9 reviews Sales Rank: 1378564
Media: Paperback Edition: Pap/Cdr Pages: 716 Shipping Weight (lbs): 3.2 Dimensions (in): 9.2 x 7.3 x 1.9
ISBN: 1883577705 Dewey Decimal Number: 794.816693 EAN: 9781883577704 ASIN: 1883577705
Publication Date: February 15, 1996 Availability: Usually dispatched within 1-2 business days
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| Customer Reviews: Read 4 more reviews...
Out of date February 17, 1999 This book is aimed towards the creation of a 3-D game like Doom or Quake. You NEED a compiler that allows the use of the REGS structure which directly accesses registers. The compiler the code was first made in is no longer being made so you'll have to do a good amount of debugging to get the included code to compile. The book comes with a CD that has some great sound and image utilities. The code will not compile in a Microsoft compiler, trust me I've tried! Even though I couldn't use the code, I did learn a lot of historical information from this book. This was the way games were made before DirectX. I learned several great graphical concepts from this book, like gouraud shading. Although this book is a bit out of date the publisher has several other books that could prove useful to you.
EXCELLENT! But you'd better know your C++ January 11, 1999 This is an excellent 3D game programming book, the best I've seen, and it has a lot of technical (mathematical) stuff, which is usually good. He evens shows you how to create Win95 3D games. But for those of you using Borland C++, is doesn't seem to work without the DOS PowerPack, which is also stated in the book, so be careful. Rather than that, it's definitly worth the money!
Absolutely dire - don`t waste your money. January 7, 1999 A spectacularly duff book, full of buggy code and mistakes and skimming over all the REAL "cutting edge" stuff in a few pages.The guy tells you how to program an engine in DOS of all things and finally goes (no pun intended) on to Windows in the last few chapters. He even digs his own grave by making his code work only on Borland (and old Borland at that) compilers without substantial modification. The CDRom included is full of unrelated AVIs and is very badly organised. Go and learn OpenGL or DirectX (god forbid!) and forget this book even existed.
A Top-Notch How-to on Graphic Game Programming December 7, 1998 It takes the reader from basic elements of 3d game programming to making a 3d Perspective Corrected Intensity Interpolated Graphics Powerhouse! Not only does it explain the code, it covers the terminology and possible ways of optimizing! Excellent, Excellent book!
Good but not spend your money on that September 27, 1998 Look, it's a pretty good book and although badly organized, you can learn 3d programming if you sit and read every single word in the book. The cd doesn't really have any useful utilities in it, for 2 basic reasons:1. Utilities like 3d studio MAX are very expensive and if a demo could be found it will either need you to give an address to send it or even worse, it will be so feature-limited it wouldn't be useful for making a 3d model. 2. 3d studio for example would be useless. The 3ds file format would take months for a medium programmer to support it in his engine. Anyway, if you like your money and don't want to spend money on garbage, don't buy it.
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