Download Beginning OpenGL Game Programming [With CDROM], by Dave Astle, Kevin Hawkins
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Beginning OpenGL Game Programming [With CDROM], by Dave Astle, Kevin Hawkins
Download Beginning OpenGL Game Programming [With CDROM], by Dave Astle, Kevin Hawkins
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This book provides new game programmers with a complete introduction to 3D game programming using OpenGL. All of the basic elements of OpenGL as it applies to game development are covered. Readers will learn how to apply these elements to games. The material is presented in an easy-to-learn manner, completely accessible to beginning programmers, with complete but concise coverage to ensure the highest value to readers.
- Sales Rank: #2670889 in Books
- Published on: 2009-09-30
- Original language: English
- Number of items: 1
- Dimensions: .70" h x 7.20" w x 9.20" l, 1.27 pounds
- Binding: Paperback
Review
An excellent way for programmers who want to make the leap from 2D to 3D graphics to do so. -- GameDev.net, John Hattan, May 2004
From the Publisher
Provides new game programmers with a complete introduction to 3D game programming using OpenGL. Makes this popular development environment accessible to beginning developers. Written by the authors of the successful "OpenGL Game Programming" (Premier Press, 0761533303).
About the Author
Dave Astle received his bachelor's degree in Computer Science from the University of Utah, where he specialized in graphics, artificial intelligence, networking, and compiler theory and design. He has been programming games professionally for several years, and is currently a senior engineer in the Gaming and Graphics group at QUALCOMM Inc. He is the cofounder and Executive Producer of GameDev.net, the leading online community for game developers. He is the co-author of OpenGL Game Programming, has contributed to several other game development books, and has spoken at industry conferences, including the Game Developers Conference. When not absorbing radiation from his monitor, Dave enjoys music, reading, skating, collecting rhinos (not real ones� yet), and playing with his five kids. He lives in San Diego, California.
Kevin Hawkins received his master�s degree in Software Engineering and his bachelor�s degree in Computer Science from Embry-Riddle University. He is currently a software engineer at Raydon Corporation, where he is part of the Software Architecture team, developing new software architectures and techniques for the company�s simulation product line. Along with Dave, he is co-founder of GameDev.net and co-author of OpenGL Game Programming. Besides the technical and engineering stuff, Kevin was drafted to play professional baseball by the Cleveland Indians in the 2002 Amateur Draft, but decided not to play. He enjoys playing guitar, reading, surfing, golfing, working out, and playing with his dog, Jak.
Most helpful customer reviews
29 of 32 people found the following review helpful.
Great value for beginners
By Louis E. Dargin
This book is basically an updated version of "OpenGL Game Programming", with the old chapters on DirectX placed in a CD-ROM. It is definitely for C++ programmers who are unfamiliar with OpenGL. It doesn't focus on intermediate or advanced topics like performance, 3d math, collision detection, etc; it just covers the API. If you want to start learning OpenGL, and would like to use it to quickly make something that you can see, I recommend this book.
24 of 27 people found the following review helpful.
A Great Buy for Beginners
By B.
Beginning OpenGL Game Programming is a great introduction for those with little to no experience with OpenGL.
I have used it both as an introduction for a few projects I worked on as well as a refresher for a position I will soon begin.
Intended for a beginner (obviously), it does a very good job of getting someone up to speed swiftly. Unlike the many other books in the field, it manages to stay at only roughly 300 pages. That the authors managed to put so much information in such a (relatively) small number of pages is impressive.
The book doesn't waste time with stories and constant vernacular like "cool" and "dude" as so many other related titles do. However, while maintaining a professional feel, it is by no means a boring or a dry read.
Another aspect that is worth mentioning is the quality of the code and examples themselves. While most books will build a massive, hard to follow engine, Beginning OpenGL Game Programming manages to keep it under control. Much like the book itself, the source is without unnecessary bloat. I was able to look back on any chapter and read the source without having to jump to prior chapters for code clarification or explanation.
Lastly, I can say firsthand that the authors are easily reached and quite dedicated to the book.
For the incredibly low price, this is a terrific bargain.
12 of 12 people found the following review helpful.
Best OpenGL Book Ever (not counting the sequel to this book)
By Jon Redfield
While all the information in this book can be found free on the net, (nehe.gamedev.net would be an excellent resource and is even mentioned in the book), the book combines all that knowledge into one location with each topic thoroughly covered in an easily accessible way.
It doesn't try to teach you how to program C++ nor does it try to teach you 3D math fundamentals (outside of how matrices and transformations apply to OpenGL specifically). It just teaches you OpenGL. With that said, there are some bonus chapters on the CD that goes into vectors and matrix math, as well as an indepth chapter on how to work with windows. The other bonus chapters are great and worth studying as well, particularly the chapters on DirectInput and DirectAudio (though I would love to see at least some mention of alternative API's such as OpenAL).
Each chapter is presented with sample code and executables demonstrating the topic covered. Chapter 13 has a complete 3D Battle Chess style chess game. It won't win any awards, but it's very cool none-the-less! If that weren't enough, there's also a Bonus game, complete with code, that while not quite as cool as the chess game, is worth studying on how the authors put a game together, complete with (very) basic AI and gives you clues and direction toward implementing your own game.
Get this book and mess with the code! See what you can add to the Bonus Game! Try to make the monsters fight back, remove the double explosion sound bug (at least on my machine), make the world bigger and reduce the density of the fog, go nuts!
This isn't the last OpenGL book you'll need to buy, but it certainly should be one of the first!
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