Free Download , by Charles Kelly
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, by Charles Kelly
Free Download , by Charles Kelly
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Product details
File Size: 12395 KB
Print Length: 438 pages
Publisher: A K Peters/CRC Press; 1 edition (June 21, 2012)
Publication Date: June 21, 2012
Sold by: Amazon Digital Services LLC
Language: English
ASIN: B008NF849S
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#1,160,479 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
Before you buy: make sure to at least be acquainted with C++. The author does a tiny little crash course (3 pages) about C++, but if you don't know how to create/define a class, or if you're not sure what a virtual function does, you will have to learn. Search Google for "c++ books stackoverflow", check out the first result, and you'll see a whole list of books for learning c++ . If you don't know at least the basics, then you'll have a tough time understanding what is going on. Don't try to cheat! Build a strong foundation first. No prior DirectX experience is needed, as the author explains the API calls that he uses, and the code is well documented.General thoughts: I really like this book. Charles Kelly has done a very good job creating an easy to follow guide about creating a game engine using C++ and the DirectX API. It walks you through the initial setup all the way through to a fully functional game of 'Spacewar', complete with networking.This was my first book on actual game programming. I've read some of the higher-level books about building a game engine (like Jason Gregory's 'Game Engine Architecture'), but I was clueless on how to start building one from scratch. 'Programming 2D Games' was a great guide. Almost all the author's rationale is detailed. The code is very well commented, and it is (mostly) good C++ code. At the end of every chapter, there is a 'summary' section, and some exercises. I found the summaries very helpful, and the exercises were ok. The answers were easy to find, and the 'coding' exercises did a good job reinforcing what was learned. I also learned quite a bit about DirectX, and it was very easy to follow.There are some issues I had with the code (such as the author's use of macros instead of inline template functions), but they were minor. Another issue I had with the book is that, if you are following along with the book, the author updates other parts of the engine in each chapter, making it hard to keep your own code updated. Major code updates are in the book, but if the author had to reproduce each source file for every chapter, the book would be twice as long. Try to follow along, but if you're engine is not doing what it's supposed to, check out the author's source code from the book's website. Every chapter has multiple 'snapshots' of the engine as it is being built, so it will help you understand what needs updating.Keep in mind, this book is an introduction to creating game engines. It doesn't teach you how to build a commercial AI engine, or how to make your engine multithreaded, or what game states are. These are 'advanced' topics, and for some of these, whole books are dedicated to detailing their intricacies (rendering, graphics, physics, collisions etc). This book is not a treatise on any one specific game subsystem. The author does gloss over some of the theory behind the graphics and collision, but you won't find anything exhaustive. You will, however, obtain a better knowledge of how to craft a game engine, and how the parts interact, which was a huge eye-opener for me. After you build a sound base, then pick up some books about physics, rendering, and ai. Then you will understand everything more fully. Build on your engine, and give it new features. You'll learn a lot just by giving it a shot. Try integrating the Box2d physics engine into your game engine, or give it some 3d rendering capability for special effects.After this book, I would start reading 'Advanced 2D Game Development' by Jonathan Harbour. It gives you a somewhat different perspective on building a 2d game engine, with some more advanced features (like incorporating 3d rendering and multithreading). I've just started reading Harbour's book, so I won't be able to comment on it further, but it looks to be promising. I've read about 50 pages and have already gotten some 'ooooh' moments that reinforced what I learned in this book.Another note: The author doesn't go into the gritty details of the linear algebra behind the scenes, but he explains it so you can have some idea of what is going on. If you were to build on the renderer in this game, I'd suggest picking up a book about linear algebra (perhaps '3D Math Primer for Graphics and Game Development' by Fletcher and Dunn). After you understand the concepts, the theory will be clearer. Then you can tie it together with DirectX with one of Frank D. Luna's books ('Programming 2D Games' uses DirectX 9, fyi). This way, you will have a more complete understanding of how rendering in DirectX happens.Overall, I'd give this book 4.5 stars, with half a star off due to the small issues I had. The structure of the book is very good, and it helped me get a better low-level understanding of the workings of a game engine. I've nearly finished the book , but I've already started to implement some of my own additions to the engine. This was my first actual intro to 2d game programming, and I really feel like it was worth the money. Soon, I'll be off building a 3d engine and applying what I've learned in this book to a completely custom engine.
Horribly out of date. Does not reference Direct2D, DirectWrite, and bases a whole chapter on an SDK that is no longer available (XACT). YouTube was far more useful. The writing was well done and what it explained was done so clearly, but the actual content was practically useless. Until this book gets a major update, go to YouTube.
After many years of lame text games and attempts at making graphical games, I finally "get it". The graphical gap is a very wide one to cross, and even with strong programming/logic skill, there's no way to cross it without a proper introduction to the graphics engine (in this case, DirectX). Charles Kelly provides the tools and the explanations you need to use them. I can't claim to know a lot of the underworkings of DirectX, but I don't want or need to either. I only need to understand it well enough to use it. The pace of the book is perfect, and it covers all the essentials for a 2d game, regardless of genre. When I first found out about the book, I looked through the chapter list and immediately knew this was what I had been trying to find. All the tools, taught by example. I couldn't be happier. I've made more progress in 2 weeks than I did over a whole summer struggling with pygame.I have also gotten thorough answers to problems I've run into directly from the author on the book's forum. He clearly has a passion for the hobby and is great at conveying his knowledge.
I just finished chapter 6 and got a strong start on my first 2D game (a breakout clone). I've learned so much from this book so far and programming has become more exciting than ever. If you're rusty on C++ and object oriented programming, I'd recommend that you read "Beginning C++ Through Game Programming" by Michael Dawson before picking up this book. I'm looking forward to continuing on and eventually mastering the concepts presented. The accompanying website is an excellent resource with its support forums and numerous examples. I highly recommend this book for anyone who is ready to move on from making simple text-based games to something a bit more exciting.
I have read many books on game programming, but this one definitely is the best and most well rounded. I had only worked with Java in the past, but after a couple C++ tutorials I was easily able to work through the chapters. The author does an excellent job at explaining the details that a lot of other books leave out. The examples are clearly laid out, and the code is neat and organized. Another great thing about this book is the forum that comes with it where you can ask questions regarding anything in the book. The book's author is very active on the forum, and is extremely helpful.
I found this book fairly good for getting starting with C++/DirectX/2D programming. The author covered a few different samples with the final game as the end of the book. While the final game was kinda of lame, I feel the author covered everything required to start building a 2d game. I am currently porting the code to opengl to get a deeper understanding of everything.
Excellent Book, the only downside to it is that it uses DirectX 9 as the API of choice when creating the game. While DirectX 9 is a bit outdated, it is currently the only way to target the Windows XP market share. Still a good book overall for a beginners first foray into Windows 2D game development.
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