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Windows Game Programming For Dummies?, by André LaMothe
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Ready to start creating your own Windows games but not sure where to begin? A little programming knowledge can go a long, long way when you've got the inside track to game programming with Windows Game Programming For Dummies.
Using the latest DirectX technology from Microsoft, veteran game designer Andre LaMothe takes you step-by-step through the process of creating your own games for Windows 95, Windows NT, and Windows 98. After you understand the nuts and bolts of Windows programming, you can add music and sound effects, design your own artificial intelligence to create thinking" opponents, and use the powerful DirectX tools to build lightning-fast applications...all without having to suffer through the complicated coding requirements of MFC and C++.
All the tools you need to start writing (and selling) your own games are right here in Windows Game Programming For Dummies, along with a special CD-ROM loaded with the complete DirectX Software Developers Kit, code samples included in the book, state-of-the-art animation and modeling software, and lots of graphics and sound files to use in your own custom-built games."
- Sales Rank: #6264928 in Books
- Published on: 1998-03-11
- Original language: English
- Number of items: 1
- Dimensions: 9.26" h x 1.18" w x 7.48" l, .0 pounds
- Binding: Paperback
- 504 pages
From the Back Cover
"I can't think of a better place to start investigating the world of DirectX programming...." - Steve Smith, Games Technology Evangelist for Microsoft Corporation
Free Game programming "Cheat Sheet" Inside!
With This Book and Some Experience in C Programming, You Can Start Making Games for Windows in No Time! Interested in developing your own game software, but have no idea where to begin? Windows(r) Game Programming For Dummies(r) takes you straight from mystery to mastery! Based on the latest DirectX technology from Microsoft, the steps and procedures outlined by Andr� LaMothe will help you start writing games in no time. Valuable Bonus CD Includes:
* Sound Forge XP: Add excitement to your Web site with the demo of this powerful sound editor from Sonic Foundry
* Microsoft's DirectX SDK: The entire Software Developer's Kit that makes DirectX game programming quick and easy for Windows 95, Windows 98, and Windows NT
* Lots of shareware games from MegaGames and more!
* Bonus chapters about artificial intelligence and game programming potpourri
* Author-created games and code
Shareware programs are fully functional, free trial versions of copyrighted programs. If you like particular programs, register with their authors for a nominal fee and receive licenses, enhanced versions, and technical support. Freeware programs are free, copyrighted games, applications, and utilities. You can copy them to as many PCs as you like - free - but they have no technical support. System Requirements: PC with Pentium or Pentium II processor with Windows 95 or NT 4.0, or later; 16MB RAM; and a CD-ROM drive
Inside, find helpful advice on how to:
* Write Windows applications without dealing with the complexities of MFC and C++
* Use DirectX technology to take advantage of video acceleration and the latest hardware
* Create lightning-fast 2D games that run in Windows 95, Windows NT, and the new Windows 98
* Use artificial intelligence to create "thinking" opponents
* Make music and sound effects on your PC
* Sell your games via the shareware market
* Use your knowledge of C programming to create Windows-based games with DirectX
About the Author
About the Author Andr� LaMothe is the CEO of Xtreme Games LLC. He is the author of many game programming books.
Most helpful customer reviews
36 of 36 people found the following review helpful.
My 2nd Review of this book, it is that good.
By A Customer
This book is for programmers with a fair grasp of C; you should understand macros, pre-compiler directives and a little bit of Windows programming (IMHO).
This book is NOT for people who do not have some programming knowledge (basic understanding of C is REQUIRED)
Also this book does NOT use MFC or C++ for a very good reason. MFC adds too much overhead to game programming and since MOST games using DirectX run in fullscreen mode - MFC is USELESS for DirectX programming. C++ can also add a large amount of complexity for someone trying to LEARN game programming. While I prefer C++ myself the author chose the right language to write the samples in (why worry about inheritance relationships/polymorphism/templates etc when you dont have to :).
Many 'evil' reviewers (heh how COULD you give this book a bad rating) stated that this book focuses on Windows programming too much. Believe me that is a GOOD thing. It is amazing how much code is required just to print the text "Hello, World!" in Windows. The book gives a great overview of the NECESSARY and FUNDAMENTAL workings of the Windows API. You MUST read those sections if you have never programmed in Windows. It does help.
What Andre Lamothe does with the Windows API is build a game shell that handles all the Windows implementation details (messages etc), freeing you to work on game specific details and DirectX. He explains the characteristics of fonts, bitmaps and how Windows handles output using GDI (which leads to why DirectX is faster for games...read the book you'll get it :)
Some people have given this book bad reviews because the code samples are not done in C++ or by using the VC++ 6.0 APP wizard etc. To those people I'd like to say that all the code in this book is EASILY portable to C++. That was part of the fun of this book for me: implementing his ideas into C++ (using ADTs etc, polymorphism woohoo). I challenge those reviewers to show me any SUCCESSFUL commercial game that uses DirectDraw/Direct3D and uses MFC. Can't find any? I suppose they are the same people who think the next great first-person shooter game should be written with Visual Basic...
Also using wizards to create and maintain your code is great but NOT while you are learning a language/API. Wizards and application frameworks (MFC) can hide implementation details which doesn't help you understand the code. I like to understand what I am coding before I let a tool (VC++) help me maintain my code.
When you finally reach the DirectX section you get a clear, focused discussion of the DirectX API. I have never read a book that explained DirectDraw so well. Never.
If you want more of a reference to DirectX just download the DirectX 6.1 SDK and use the documentation provided, or get Inside DirectX, by MSPress (surprisingly good book on DirectX 5)
C is NOT dead. C is a highly portable (though using DirectX negates that =P) language that has seen use in the most popular games, i.e. the Quake line of games.
To summarize,
This book WILL teach you how to use DirectDraw using C. While the book does teach you about DirectInput (great intro) and DirectSound, its main focus is on DirectDraw (how to use bitmaps to make sprites/animation, different special effects etc).
I do recommend that you at least know C before buying this book. You don't have to be an expert C programmer but at least feel comfortable with the language. Understanding how the Windows API works (namely messaging) is also recommended but NOT a requirement (Andre does a great job of helping you here). If you know C++ then you'll probably be tempted to convert his code, I know I was - but I learned a LOT about how to use DirectX from his C code.
If you want to understand DirectDraw (before going on to Direct3D (yikes)) then get this book...
This book does NOT cover advanced topics but this IS a dummies book after all...
For a good reference book, check out Inside DirectX; while not a tutorial it is a GREAT reference on some of the more advanced features of DirectX (especially DirectInput).
2 of 2 people found the following review helpful.
It's OK, but it doesn't teach much for a Dummies book
By M D
First let me start out by saying that the book is written in C. Not beginning-level C, mind you, but anywhere from intermediate to advanced C! This wouldn't have annoyed me so much if the language was C++, but it's not. This greatly limits the capabilities of this text, and leaves it being very outdated.
Another thing that I have a complaint about is that this book really only teaches you one thing, Windows programming. If you're good at interpreting what the author might have meant in his or her programs, you MAY be able to pick up on some basic game logic and algorithms. It also uses the infamous LaMothe-line, "You don't need to know how it works, just that it does." That has always really made me angry. I'm one of the people who wants to be able to understand everything that you're typing, because that's how you become a GOOD programmer, regardless of what language or for what purpose.
I have to admit, the Windows programming section is fairly good. It teaches you about menus, mouse coordinates, mouse and key states, and other good stuff you need to make a game. It has the pieces, but it just doesn't have enough glue in it for the reader to be able to figure out how to do very much on their own.
If I can give you one piece of advice, it would be to not make the same mistake I did in purchasing this book. If you want a real good introduction to game programming, buy Isometric Game Programming with DirectX 7.0 by Ernest Pazera. You will need to know some C++ for this though, so I would also recommend you get an intro to the language such as Teach Yourself C++ in 21 Days or something to that liking.
P.S. I highly recommend the new game programming series by Prima Tech, despite the fact that LaMothe is the series editor.
5 of 5 people found the following review helpful.
Very cool book
By A Customer
I found it to definitely be a good book for C/C++ programmers who want to try their hand at game programming. The key word being PROGRAMMERS. It is definitely not a book for a novice programmer, and you definitely should know how to use a compiler and development studio before cracking this book open. I have found it an easy read, and I have had little difficulty getting the code to run. The info contained within could be used by any developer wishing to create fast, reliable graphics programs, not just for the creation of games. Sure the code isn't Object-Oriented but, if it had to teach you OO design the book would be a lot thicker and would definitely lead the reader off on a tangent. Andre stays on track for the most part. This book does not cover everything, it just covers the basics to get you in the right frame of mind. Consider a book soley about DirectX as a reference companion to this book and most people will be much happier, as many directX commands have lots and lots of options that Andre does not cover.
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