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Beginning OpenGL Game Programming
 
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Beginning OpenGL Game Programming (Paperback)

de Dave Astle (Author), Kevin Hawkins (Author)
4.3étoiles sur 5  Voir tous les commentaires (3 évaluations de client)
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Beginning OpenGL Game Programming + Beginning C++ Through Game Programming + Math For 3D Game Programming & Computer Graphics
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Product Description

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.

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.

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4.0étoiles sur 5 OpenGL, yes, Game Programming not so much, Juil 14 2009
Par Martin Kess (Waterloo, Canada) - Voir tous mes commentaires
(REAL NAME)   
This book is a nice light introduction to OpenGL. It is well written, flows logically and is generally quite easy to follow. While I generally enjoyed the book and would recommend it, it is quite light on the actual game programming side of things. There is a chapter about terrain rendering, but nothing about collision detection or writing a tight game loop or even how to write a particle engine - stuff I think is just as important as the graphics, and so in this sense I was disappointed. You do end up making a simple Chess game, but it's nothing terribly complicated or difficult. Again, for an introductory book on OpenGL, it is quite a solid investment, but if you are like me and you are more mystified by the interactive game side of graphics, this is perhaps not what you are looking for.
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5.0étoiles sur 5 Information from the author, Mai 20 2004
Par Dave Astle (GameDev.net) - Voir tous mes commentaires
(REAL NAME)   
As an author, it's important to me that potential readers of this book know what they are getting in advance, so that they can have all the information they need when deciding whether or not to buy it.

This book is intended for people who have some experience programming in C++ who can make a basic program on their platform of choice. Some knowledge of 3D math will be helpful, though not strictly required.

This book focuses on teaching the portions of OpenGL that are relevant to game development. Topics covered include using OpenGL with Win32, states, primitives, transformations and matrices, color, lighting, materials, blending, fog, images and bitmaps, texture mapping (including mipmapping, multitexturing, combiners, texgen, and environment mapping), extensions, displaying text, display lists, vertex arrays, frustum culling, and buffers. The material is pulled together in a Battle Chess-like example game in the final chapter. The demo programs were written for Windows, but we separated the platform specific code from the OpenGL code, so they should be easily portable to other platforms.

This book started out as a second edition of OpenGL Game Programming, but we decided to split it into two volumes (the second of which will be available next year). If you've already read the original book, you probably don't need this one, though you'll definitely find some useful things in it. We've reviewed everything and corrected many technical errors, as well as updating the text for OpenGL 1.5. Many sections have been completely rewritten, and we've added a new chapter and several new sections. We've also included many of the chapters from the original book on the CD, so at half the price (or less) we think it's a great value.

Additional information about the book, including contact information for Kevin and myself, can be found at glbook.gamedev.net. We're committed to providing continual support for this book, so don't hesitate to contact us.

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4.0étoiles sur 5 Great value for beginners, Avril 25 2004
Par Louis E. Dargin "Louis E. Dargin II" (Detroit, MI USA) - Voir tous mes commentaires
(REAL NAME)   
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.
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