PROGRAMMING AN RTS GAME WITH DIRECT3D PDF

So is it possible for a book to teach one person how to make their own RTS game? The answer is yes. The book provides intermediate programmers with a step-by-step implementation guide for programming a complete RTS game The book provides intermediate programmers with a step-by-step implementation guide for programming a complete RTS game.

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The book provides intermediate programmers with a step-by-step implementation guide for programming a complete RTS game. And, unlike other books that teach basic game programming, this book teaches programmers how to implement the more challenging parts of an RTS game, including advanced topics such as Skinned Meshes, Fog-of-war implementation, Team-color pixel shaders, AI, networking, and much more.

The game is developed from chapter to chapter, beginning with design and storyboards through the development of a fully implemented RTS game, complete with Multi-Tier AI and Networking. This is a must-have resource for intermediate game programmers who wish to increase their skills and learn the more advanced topics required in todays commercial games. The examples on the CD are excellent. The terrain rendering is done really well, most of my previous experience with books teaches you how to render a terrain and spread on texture over it.

Carl Granberg takes this a lot farther by showing how to break the terrain up into subsets so they can be culled. He also shows several techniques using shaders and textures to create really cool looking terrains. The bad thing is that it is going to take me a long time to fully understand everything that is happening. I am so excited about this book that I just can put it down.

The main thing this book does is it builds a really good foundation for creating a full RTS game. Not to mention the book comes with prebuilt projects for Visual Studio which is something a lot of books leave out. I have been working on my own framework for my games for a while, and have created several 2D games, but now it is time to incorporate what this book teaches so I can use it to create 3D games of any type. I am really looking forward to the chapter on creating the minimap.

Code needs work By Daviangel on Nov 20, I agree with the previous post. Since most of the code is not included in the printed book which is actually pretty small it would be nice if the code actually compiled on a modern compiler like VS Second problem is that most of the code is linked with directshow which is no longer included with DirectX SDK.

Maybe they could reply to this post. Not a bad book at all! Pro: - the code is clear and easy to understand - it covers topics such as fog of war, building units, simple AI, networking, and special effects - the author is helpful and updates his code to reflect the Visual Studio version.

Con: - the chapter that teaches you how to create a model 3Ds Max could have taken out and uses it for something else like more advanced AI topics. Best book ever written on Direct3D By J. I have a really hard time choosing a textbook for many upper-division game courses, and rarely have time to read them all.

I was really upset when the book initially came out with buggy examples that would not build with VS and would crash a lot, so I had to shelve it for a couple years.

More than great No other resource explains dynamic terrain as well as Granberg does here. Mesh file modeling, loading, rendering, and animating. ALSO worth the price of the book.

Character Animation with Direct3D. HLSL shader programming: glow effects, fog of war, team colors. Very good practical real-world use of shaders rather than the usual Engel, et al over-hyped approach to the topic. In summary, I was a fan of this book even with the buggy problems here and there in his sources. Good book, albeit somewhat dated By T. Cons: -There is still a lot of polish and quality that you need to add to make a good RTS.

This book is a classic By A. The book starts out with a basic direct3d primer, as most do, and introduces some key concepts on how it will be using the STL.

It then moves on into, well, RTS game programming! I do recommend, as does the author, that you pick up some experience with direct3d before using this book. Also, make sure you have a graphics card that supports vertex and pixel shaders versions 2. Oh, and did I mention that this book is a classic? Excellent- working examples in every chapter By C. Moeller on Mar 22, This book was much better than most game programming books out there, because although you do end up with a working, advanced game, each chapter tackles a topic, and visually shows you what is happening.

So instead of simply building one game throughout the book, ending finally with something that works, you can see how the concepts progress throughout the book. Overall the best game programming book I have found so far, the only problem being coding problems between programming environments. The value in the book is not the end demo, just the process he goes through, and the many common techniques used. The choice to use shaders keeps the book from being dated. Best resource I have found so far for starting a 3d game.

Great explanation and implementation of 3D. I liked the overall framework of the code, it was easy to extend. The chapter on creating 3D models was basic, and there are a whole lot more tutorials on how to do it elsewhere, but, for the sake of completeness, I understand Carl putting it into the book.

Chapter on Terrain, Fog of War, Effects where excellent. The chapter on AI was simplistic, but a good starting point for any person interested in getting an RTS up and running. The best aspect is the operational code, that allowed lots of experimentation and extending to create your own game. Ridley on Sep 05, This is a good book that really walks you through the start, middle and end of programming a simple RTS game with Direct 3D. The code base does seem a little dated and some items seemed to be glossed over, but with good purpose.

Overall a good book to begin from. This particular edition is in a Paperback format. It was published by Charles River Media and has a total of pages in the book. To buy this book at the lowest price, Click Here. Similar Books.

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Programming an RTS Game with Direct3D

The book provides intermediate programmers with a step-by-step implementation guide for programming a complete RTS game. And, unlike other books that teach basic game programming, this book teaches programmers how to implement the more challenging parts of an RTS game, including advanced topics such as Skinned Meshes, Fog-of-war implementation, Team-color pixel shaders, AI, networking, and much more. The game is developed from chapter to chapter, beginning with design and storyboards through the development of a fully implemented RTS game, complete with Multi-Tier AI and Networking. This is a must-have resource for intermediate game programmers who wish to increase their skills and learn the more advanced topics required in todays commercial games. The examples on the CD are excellent. The terrain rendering is done really well, most of my previous experience with books teaches you how to render a terrain and spread on texture over it. Carl Granberg takes this a lot farther by showing how to break the terrain up into subsets so they can be culled.

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Programming an RTS Game with Direct3D

Used Book in Good Condition Most helpful customer reviews 15 of 16 people found the following review helpful. The examples on the CD are excellent. The terrain rendering is done really well, most of my previous experience with books teaches you how to render a terrain and spread on texture over it. Carl Granberg takes this a lot farther by showing how to break the terrain up into subsets so they can be culled. He also shows several techniques using shaders and textures to create really cool looking terrains.

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