Got a mobile device?
You’ve got a Kindle.
You’ve got a Kindle.
Download the free Kindle app and start reading Kindle books instantly on your smartphone, tablet, or computer – no Kindle device required. Learn more
Read instantly on your browser with Kindle Cloud Reader.
Using your mobile phone camera, scan the code below and download the Kindle app.
Enter your mobile phone or email address
Send link
Processing your request...
By pressing "Send link", you agree to Amazon's Conditions of Use.
You consent to receive an automated text message from or on behalf of Amazon about the Kindle App at your mobile number above. Consent is not a condition of any purchase. Message and data rates may apply.
Flip to back Flip to front
Follow the Author
Something went wrong. Please try your request again later.
OK
Advanced 2D Game Development Paperback – June 9 2008
by
Jonathan Harbour
(Author)
Get ready to build a complete, professional-quality 2D game engine from start to finish! "Advanced 2D Game Development" is your comprehensive guide to 2D game development using DirectX in the C++ programming language. Each chapter of the book covers one major component of the game engine, including 2D and 3D rendering, DirectInput, FMOD audio, game math, multi-threading, Lua scripting, and more, and the game engine is built upon chapter by chapter. Through the creation of the game engine, you’ll learn step by step how to write solid code for multiple compilers, adding to the code as you work through each chapter. And every chapter includes an example game that illustrates the new techniques being taught. Perfect for game programming students and professionals alike, this book is your ultimate guide to awesome 2D game development.
- Print length336 pages
- LanguageEnglish
- PublisherCourse Technology PTR
- Publication dateJune 9 2008
- Dimensions19.05 x 2.54 x 22.86 cm
- ISBN-101598633422
- ISBN-13978-1598633429
Customers who bought this item also bought
Page 1 of 1 Start overPage 1 of 1
Product description
About the Author
Jonathan S. Harbour is an associate professor at the University of Advancing Technology (Tempe, AZ). His web site at www.jharbour.com includes an online forum and blog for book support. His most recent game projects are Starflight - The Lost Colony (www.starflightgame.com) and Aquaphobia: Mutant Brain Sponge Madness (www.aquaphobiagame.com).
Tell the Publisher!
I'd like to read this book on Kindle
Don't have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.
I'd like to read this book on Kindle
Don't have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.
Product details
- Publisher : Course Technology PTR; 1st edition (June 9 2008)
- Language : English
- Paperback : 336 pages
- ISBN-10 : 1598633422
- ISBN-13 : 978-1598633429
- Item weight : 702 g
- Dimensions : 19.05 x 2.54 x 22.86 cm
- Best Sellers Rank: #149,965 in Books (See Top 100 in Books)
- #115 in Game Programming (Books)
- #483 in Video Games & Strategy Guides
- #552 in Computer Graphic Design (Books)
- Customer Reviews:
Customer reviews
3.8 out of 5 stars
3.8 out of 5
16 global ratings
How are ratings calculated?
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzes reviews to verify trustworthiness.
Top reviews from other countries
Yannick
4.0 out of 5 stars
Great book, horrible writer
Reviewed in the United Kingdom on December 6, 2012Verified Purchase
The content of this book is spot on and exactly what I was looking for ( a dx9 engine project with explanations ). However I myself am studying computer science with an emphasize on video game development and thus am quite familiar with C++ in general. This book is absolutely horrendous for starters, not only does he dump complete lumps of 200 lines right in front of your face "here add this to your solution", he also forces you to use a lot of conventions that HE finds useful, completely denying the fact that you yourself should discover which conventions YOU find useful. Not to mention that he comes across as a cocky bastard.
So if you're looking for that little guidance that you need to get started with dx9, take it.
If you're looking to get started with C++ I'd recommend reading Beginning C++ through game programming 3rd edition (same series) first, I also have that book and its so good at helping you with the basics (and is not written by a loony).
So if you're looking for that little guidance that you need to get started with dx9, take it.
If you're looking to get started with C++ I'd recommend reading Beginning C++ through game programming 3rd edition (same series) first, I also have that book and its so good at helping you with the basics (and is not written by a loony).
2 people found this helpful
Report abuse
W. Adlani
5.0 out of 5 stars
Excellent start.
Reviewed in the United Kingdom on September 8, 2012Verified Purchase
The reviews already published about this book are pretty spot on.
Learn C++ and this book will help you understand how to start programming a game in a good and structured manner while explaining many of the functions and procedures on the way. You will learn 3D as well but not to such a large degree.
I enjoyed reading this book, it filled in a few blanks that I had about Windows and the functions etc in the DirectX library that greatly help in programming a game.
Good reading all.
Learn C++ and this book will help you understand how to start programming a game in a good and structured manner while explaining many of the functions and procedures on the way. You will learn 3D as well but not to such a large degree.
I enjoyed reading this book, it filled in a few blanks that I had about Windows and the functions etc in the DirectX library that greatly help in programming a game.
Good reading all.
D. Grigoriadis
2.0 out of 5 stars
Sicherlich kein "Advanced" Buch
Reviewed in Germany on August 26, 2009Verified Purchase
Das Buch bietet im Prinzip Grundlagen zur Entwicklung einer 2D Game Engine. Es enthällt sicherlich einige interessante Informationen allerdings suchte ich vergeblich nach wirklich fortgeschrittene Techniken. Die meisten Klassen findet man im Internet als Tutorial.
Zwei Sterne weil das Kapitel Multithreading gelungen war (aber auch das eigentlich nur eine Kopie von bereits bestehenden Tutorials aus dem Internet).
Wenn jemand ein Buch über 2D Entwicklung für Fortgeschrittene sucht sollte sicherlich einen Bogen um dieses Exemplar machen.
Zwei Sterne weil das Kapitel Multithreading gelungen war (aber auch das eigentlich nur eine Kopie von bereits bestehenden Tutorials aus dem Internet).
Wenn jemand ein Buch über 2D Entwicklung für Fortgeschrittene sucht sollte sicherlich einen Bogen um dieses Exemplar machen.
Mr. S. T. Foster
3.0 out of 5 stars
DirectX only
Reviewed in the United Kingdom on January 31, 2009Verified Purchase
Yes as not stated in the title or the description here, this book is for programming under the DirectX platform and Opengl users should look elsewhere.
Unfortunately I fall into the latter and thus find this book redundant, as the code is not written in any way that could easily be converted.
Unfortunately I fall into the latter and thus find this book redundant, as the code is not written in any way that could easily be converted.
3 people found this helpful
Report abuse
Dan Sopel
4.0 out of 5 stars
Great resource for the underserved "Intermediate" game coders
Reviewed in the United States on September 29, 2011Verified Purchase
I bought this book after using Beginning Game Programming as a textbook for an API class. When you know how to get pretty pictures on the screen and get a basic game loop going from the more basic texts, you're left wondering how it all fits together to make a cohesive product. This book has great explanations of core engine components, including:
* automating your game loop, and exposing just what you need for game logic
* an entity management system
* automating your Sprites
* an easily accessible Audio system
* handy Math utilities, including easy-to-read explanations of how/why/when to use them
* the Timer class, a concept that I have carried over into many projects since
* a particle emission system that, while fairly simple, gives a firm base for the reader to create a more dynamic one if so inclined
The only reason I did not give it full 5 stars is that I felt the sample game projects did not did not exercise the same modularity taught throughout the engine (most were just a bunch of functions in game.cpp). Some examples of how and when to inherit from Sprite or Entity, or how to incorporate them into your game's classes would have gone a long way.
Anyway, a minor quibble to a book that vastly accelerated my game programming proficiency. Using this book and virtually nothing else, I wrote an engine that I used for nearly 10 full applications, from a Tetris clone to a very complex turn-based RPG battler. Along with this book, I would suggest some Googling of state management, and you can create any 2D game you could think of.
* automating your game loop, and exposing just what you need for game logic
* an entity management system
* automating your Sprites
* an easily accessible Audio system
* handy Math utilities, including easy-to-read explanations of how/why/when to use them
* the Timer class, a concept that I have carried over into many projects since
* a particle emission system that, while fairly simple, gives a firm base for the reader to create a more dynamic one if so inclined
The only reason I did not give it full 5 stars is that I felt the sample game projects did not did not exercise the same modularity taught throughout the engine (most were just a bunch of functions in game.cpp). Some examples of how and when to inherit from Sprite or Entity, or how to incorporate them into your game's classes would have gone a long way.
Anyway, a minor quibble to a book that vastly accelerated my game programming proficiency. Using this book and virtually nothing else, I wrote an engine that I used for nearly 10 full applications, from a Tetris clone to a very complex turn-based RPG battler. Along with this book, I would suggest some Googling of state management, and you can create any 2D game you could think of.
3 people found this helpful
Report abuse

