Kamis, 02 Juni 2011

[M378.Ebook] PDF Download Programming Role Playing Games with DirectX w/CD (Premier Press Game Development), by Jim Adams

PDF Download Programming Role Playing Games with DirectX w/CD (Premier Press Game Development), by Jim Adams

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Programming Role Playing Games with DirectX w/CD (Premier Press Game Development), by Jim Adams

Programming Role Playing Games with DirectX w/CD (Premier Press Game Development), by Jim Adams



Programming Role Playing Games with DirectX w/CD (Premier Press Game Development), by Jim Adams

PDF Download Programming Role Playing Games with DirectX w/CD (Premier Press Game Development), by Jim Adams

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Programming Role Playing Games with DirectX w/CD (Premier Press Game Development), by Jim Adams

Character building is the main component of these games and with the advent of advanced computer graphics and sharper artificial intelligence codes; game developers have been able to take these larger-than-life characters off the page and onto the screen.. This book covers all aspects of creating a role-playing game from storyline development to hard core programming techniques that bring landscapes, music and graphics to life.. Computer-based role-playing games are an interpretation of traditional pen and paper games in which characters strive to develop on screen personas by working their way through huge worlds with lush stories, combat and exploration..

  • Sales Rank: #2037772 in Books
  • Brand: Brand: Course Technology PTR
  • Published on: 2002-01-02
  • Ingredients: Example Ingredients
  • Original language: English
  • Number of items: 1
  • Dimensions: 1.74" h x 7.38" w x 9.14" l,
  • Binding: Paperback
  • 974 pages
Features
  • Used Book in Good Condition

About the Author
Jim Adams has been programming since age nine. For the past 22 years, he has worked various jobs in the business and entertainment industry. He stays active in the game programming community by writing technical articles and moderating a message forum on www.gamedev.net. He has contributed to several books on game development and maintains a core library of DirectX functions to assist in game development. Jim is the author of the book "Programming Role Playing Game with DirectX" (Premier Press, 1931841098) and "Advanced Animation with DirectX" (Premier Press, 1592000371).

Most helpful customer reviews

14 of 14 people found the following review helpful.
The best book I've found on this topic by far
By Patrick
I had a specific objective in mind when I bought this book. I'm in the process of writing a hobby level multi-user RPG for me and maybe up to a hundred or so other players (not many hundreds or thousands). I have a solid background in C++, less so in DirectX.

I've bought many books on game programing to help me with this process and to my surprise I've found this one simply amazing while most of the others I've found to be little more than expensive doorstops. :)

Like all the books of this nature, I read it in very much a "pick and choose" manner, focussing on chapters I liked and extracted code from the CD for places where it helped me. I found the material covered and, more importantly, the code representation of that material to be extremely helpful in my coding process.

I believe the tips and code the book provides (which all compile and provide very reasonable and practical applications for the ideas demonstrated) saved me (literally) hundreds of hours of research (not to mention trial and error) finding methods that work and work well and covered all of the core componenets I would want in a role-playing game. It covered multi-player over the internet, 2d and 3d rendering in directX, how to construct combat, spells, chat, and inventory systems and a variety of other items.

Naturally, I had to do a lot of customization to make the game do what I wanted it to do and I had to merge several of the ideas discussed into my own framework (for example the multi player network section is covered more or less stand alone where clearly other parts of the book need to be integrated with it to form a real game), but the result is I have a basic game up and running in a fraction of the time it would have otherwise taken, which no other book has ever really brought me.

13 of 13 people found the following review helpful.
Best I've read so far
By David G. Ashworth
The book delivers as promised. By the end of the book, you have a full working RPG mini-game that should help any developer get past the beginning stages. This book doesn't do everything for you. It puts you on the map. If a reader takes the time to understand the given code and READ the book, there will be gains to be had.
The author does go into some basic ideas at the front of the book, but I don't feel the technical material covered is enough to completely educate a pure novice and is too simple for an intermediate programmer. Although ineffective, I don't subtract from my review ratings for additional information.
I felt the author's technique was pretty well thought in this regard however. Someone reading the book finds the foothold where they first understand everything easily. This allows the author and reader to find the common stride needed for the reader to move forward.
There is some issues with the book code that had to be solved, but the author has a website with all the changes. The big problem is more Microsoft's fault rather than the author's. The book was released with DirectX 8.0 and the MS team decided to change a few things with DirectX 8.1. Not to worry, the author has updated his entire book code with an easily downloadable patch.
In Summary,
Best book I've read so far. From Graphics, Sound, Networking, Input and much more, this monster of a book will make you a better game programmer if the time is spent with it. (Beginner to Intermediate C++ knowledge required. A small trip through the DirectX SDK tutorials a plus.)

1 of 1 people found the following review helpful.
Good at explaining how to do things, but bad code examples
By Joe
I loved how the book explained everything. I have used DirectX books before and just done "what in the world..." because of how the information is organized. You have pieces of code and huge, long-winded explanations that complicate things. This book on the other hand explains everything well. Straight to the point and usually only gives you the history lesson when it's needed.

Problem is... the source code. I tried things as the book explained them into the compiler. Some of the functions do not even work. You get a lot of:

// g_pD3DDevice is a pre-initialized 3-D Device Object

which doesn't help much since it was explained only once.

I got lost quite a few times because the book hardly had any complete sets of code. In a lot of books, there'd be code sections with compilable example code (that works) that shows you an application of the code being explained. There isn't much of that in this book. There are code examples on the CD-Rom, but they don't seem to fit the material in the book. I had to supplement the examples from material from Microsoft's MSDN pages.

If you get this book, be prepared to use supplemental material (other book, online, etc). It explains how to do things well, but the source code inside wasn't very conducive to learning for me.

See all 22 customer reviews...

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