Selasa, 11 Februari 2014

Free Ebook Windows Game Programming with Visual Basic and DirectX, by Wayne S. Freeze

Free Ebook Windows Game Programming with Visual Basic and DirectX, by Wayne S. Freeze

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Windows Game Programming with Visual Basic and DirectX, by Wayne S. Freeze

Windows Game Programming with Visual Basic and DirectX, by Wayne S. Freeze


Windows Game Programming with Visual Basic and DirectX, by Wayne S. Freeze


Free Ebook Windows Game Programming with Visual Basic and DirectX, by Wayne S. Freeze

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Windows Game Programming with Visual Basic and DirectX, by Wayne S. Freeze

Amazon.com Review

Written for the more knowledgeable Visual Basic programmer or hobbyist, Windows Game Programming with Visual Basic and DirectX presents the fundamentals of game design in Microsoft Windows from start to finish. Based on author Wayne Freeze's easy-to-approach framework and source code for an underwater virtual mall, this book introduces essential game programming concepts and the relevant DirectX APIs you need to get started with custom game development. Although this book relies on the older VB6 standard and makes no mention of Microsoft's new VB .NET, the text really focuses on the DirectX API, the foundation of graphics and gaming on the Windows platform. The author walks the reader through the steps required to design and code a game, from defining features to designing 2-D and 3-D artwork to implementing a computer simulation in code. There's good coverage of 3-D content design with the Caligari trueSpace design tool, which is used to design virtual scenes. Freeze's sample game for a virtual mall starts out simply with basic 3-D rendering and introduces features like user input, music, and sound in subsequent chapters. Besides giving a tour of essential DirectX APIs like Direct3D, DirectInput, and DirectSound, the author also provides background material on game design concepts like random numbers, simulations (used extensively in computing today), and finite state machines. The heart of this text shows off the design choices made in the author's own case study. By the end, his virtual mall is enhanced with moving customers, special "cheat codes," and even a popup newsletter that displays game state. Though certainly not the most action-oriented game you're likely to see, the virtual mall shows off the power of computer game simulations (like SimCity) to good effect and also provides an approachable example for getting you started on your own creations. Game programming is legendarily difficult and extremely challenging. This title fills a useful niche by providing an accessible and entertaining introduction to game development without getting bogged down in extensive math (or gnarly DirectX APIs). It's a worthwhile choice for getting started with games and graphics in Windows and VB. --Richard Dragan Topics covered: Introduction to game design (including technical features, user interactions, cheat codes, and "Easter eggs"), DirectX services, 2-D and 3-D graphics quick-start tutorial (including rendering basic Direct3D scenes), graphical content design with Caligari trueSpace and Adobe PhotoShop and Illustrator, texture mappings, saving and loading game state, 3-D rendering techniques, random-number-generation techniques, programming strategies for computer simulations (including multiple servers and queues), custom VB6 code for a simulation framework, case study for a virtual mall (including simulated stores, customers, and money), user input with DirectInput, adding game commands, background music and sound effects with DirectSound and DirectMusic, editing WAV files, game maps, finite state machines, saving and loading games, and adding features for more playability.

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From the Back Cover

Windows Game Programming with Visual Basic and DirectX is the only game programming book on the market that pairs the ease of Visual Basic with the power and flash of DirectX applications. The book is written to teach the skills and thoughts behind game programming, with hands-on examples and a simulation game project that results in a complete application at the end of the book. Topics such as artificial intelligence, animation, sound effects, background music, and multiplayer setups will be covered in detail and put to work in the hands-on game project.

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Product details

Paperback: 408 pages

Publisher: Que (December 21, 2001)

Language: English

ISBN-10: 0789725924

ISBN-13: 978-0789725929

Product Dimensions:

7.4 x 1 x 9.1 inches

Shipping Weight: 1.5 pounds

Average Customer Review:

3.1 out of 5 stars

13 customer reviews

Amazon Best Sellers Rank:

#5,811,347 in Books (See Top 100 in Books)

Wayne S. Freeze, Windows Game Programming with Visual Basic and DirectX (Que, 2002)First and foremost, a warning. Freeze's book, despite its publication date, deals exclusively in Visual Basic 6. If you're using VB.NET, a lot of this stuff is going to cause you to wonder what on earth Freeze is on about. I strongly suggest reading Keith Sink's DirectX 8 and Visual Basic Development in conjunction with this, and asking a lot of questions on a lot of VB.NET tech support mailing lists. (Microsoft's documentation on how to go from VB6-VB.NET with DirectX is not nonexistent, but it is such that nonexistent would have been better.) Given that .NET had already been in prerelease for over a year by this book's publication, one would think that, at the very least, the publisher would have made it very plain somewhere on the cover that the book dealt in a technology that's not compatible with the next generation of the language. An unforgivable oversight, especially if you happen to spend the full retail price for a copy of this book.That aside, Freeze's book is quite good in the way it introduces the reader to the new, and largely esoteric, combination of Visual Basic and DirectX (the latter technology was exclusively the realm of C++ programmers until 2001, when DX8 began to include VB wrappers). He's not afraid to use repetition to get his point across, and he does so in a laid-back atmosphere that's quite different from what one sees in most how-to programming manuals.Freeze teaches the VB/DX intersection through the programming of a SimCity-style games called SwimMall, which is in and of itself at least worth a discounted copy of the book. Needless to say it's not a commercial-quality game, as one would expect from a single person programming such a thing while under the pressure of a book deadline. But the routines and ideas therein are just the thing to spark the imaginations of novice game programmers; no matter what genre a person is working in, there are certainly routines here that will help a programmer out in various ways. Much of this code is easily ported to any other type of game framework.Very good stuff. Just remember the admonition in the first paragraph if you're working with .NET and haven't used VB before. (Actually, I recommend Sink in conjunction with this book anyway; the atmospheres of the two are a pleasant mesh, and when you can't find a niggling piece of information you need in one, the other is sure to have it.) *** ½

I have mixed feelings about this book. I am an intermediate level game programmer but I have relatively little experience with Direct3D. I think it is great to finally see a book that deals with the use of Direct3D for VB. My largest complaint about this book is that it makes extensive use of a $600 3D graphics tool called TrueSpace. It comes with a "Trial" version so I figured I would be able to use it for 30 days or something to see if it was worth buying, but the trial version doesn't even let you save files. Without the ability to save the files to load into my game applications, I can not properly evaluate the software. So the author needs to be more clear that the purchase of some very expensive software is required to fully utilize the book. The book is also a little limited in scope in that it focuses on the development of only one game (an underwater 3D sim mall). I also found the capabilities of the code presented rather week. I have achieved much higher frame rates using my own graphics engine with VB and WIN API calls. I understand that non-optimized code is often used for clarity, but it is simply too inefficient for real game programming. With all that said, I still learned a lot in reading this book, and I would recommend buying it if you are an intermediate level VB game programmer. Just don't expect to write the next Quake any time soon.

Usually I wait for others to review a book before making my purchase. Well, this time I didn't and wish that I did. I expected a lot more from this book than what was offered. Since there are few VB game programming books available I try to check each one out. I choose this book purely on the authors name. Instead of exploring different aspects of game programming with VB and Direct X, the entire book is about one game, a sim game based on Sim City. If I would have known this from the start I wouldn't have bought it. So if you are looking to learn how to incorporate Direct X into your VB games look elsewhere. If you want to learn how to program a Sim game then check this book out.

As the Technical Editor of this book you think I would have an unjust view of the quality, but I am just another VB game programmer who fell into the job. This book not only covers the basics of directX but it takes you through the making of a fully playable 3D simulation game. I have done some reviews and read some reviews of other VB game programming books and one thing that was always mentioned was that there was never enough info on DirectX, Well here it is. You will also learn the basics of trueSpace 5 for the making of the graphics, Work with MS Speech API to make your characters talk, And Learn to play MP3s as background music for you games. I have to say I have been waiting for this book to be written for a long long time. Pick it up and learn to make some great games, From Beginner to advanced this book holds a lot for everyone to learn.

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