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Windows Game Programming for Dummies, Second Edition

Windows Game Programming for Dummies, Second Edition

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Authors: André Lamothe, Andre Lamothe
Publisher: For Dummies
Category: Book

List Price: $29.99
Buy New: $6.00
You Save: $23.99 (80%)



New (25) Used (17) from $3.25

Avg. Customer Rating: 4.0 out of 5 stars 204 reviews
Sales Rank: 297331

Media: Paperback
Edition: 2
Number Of Items: 1
Pages: 480
Shipping Weight (lbs): 1.6
Dimensions (in): 9.1 x 7.4 x 1.1

ISBN: 0764516787
Dewey Decimal Number: 794.8
UPC: 785555112797
EAN: 9780764516788
ASIN: 0764516787

Publication Date: September 18, 2002
Availability: Usually ships in 1-2 business days

Also Available In:

  • Paperback - Windows Game Programming for Dummies
  • Digital - Windows Game Programming For Dummies (For Dummies (Computer/Tech))

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Editorial Reviews:

Product Description
The multimedia and computer-games industry has exploded in recent years. Games have gotten incredibly sophisticated—and incredibly entertaining. The programs used to create them have improved also, to the point that you don’t necessarily have to be a nerd deluxe to do it yourself. Even so, game programming can be challenging—even if you’re a veteran C/C++ programmer and licensed technogeek. Challenging, sure…but also incredibly cool.

Using DirectX—the latest and greatest technology for making games on PCs—Windows Game Programming For Dummies will help you write just about any 2D game you can conjure. Now updated to cover new DirectX and Windows releases, your friendly yellow-and-black companion and bonus CD-ROM sidekick will show you:

  • The basics of video game design
  • The nuts and bolts of Windows programming
  • How to work with DirectX—and play with DirectDraw
  • How to make a real game, with an actual, step-by-step example
  • How to market your mind-blowing new creation
  • The ten biggest mistakes made by game programmers—and how to avoid them

From graphics to sound to input and installation, legendary game developer and Xtreme Games CEO André LaMothe takes you right into the guts of the game—in an entertaining style that won’t send you retreating to the nearest joystick. André’s witty, he’s tons of fun, and before you know it he’ll have you up to speed on:

  • Setting up your game programming workstation
  • Getting into DirectDraw: animation techniques, bitmaps, color keying, and more
  • Adding Direct X subsystems such as DirectSound, DirectInput, and AutoPlay
  • Getting your hands dirty by making a real game
  • The physics of asteroids and other flying objects: time, velocity, force, and all that
  • Game programming websites, downloads, 3D engines, usenet groups, and more!

The free CD-ROM includes Microsoft DirectX application programming interface SDK v. 8.1; Paint Shop Pro evaluation version; examples, games, and source code from the book; and bonus chapters. So what are you waiting for? If you have C and a dash of C++ under your belt, and have a computer (duh!), you’re all set to get in the game.


Customer Reviews:   Read 199 more reviews...

3 out of 5 stars So-So book, but you better have your comp with ya   June 25, 2006
 3 out of 3 found this review helpful

This book does have some good parts to it and would be a great starting point to people wanting to get into games. It covers enough to get you going, but sometimes doesn't cover enough to let you expand on what you have learned. Much of the time, i would have to look through the sdk help to figure something out/get a better explaination of some of the stuff in the book.

You can live with that, so why only 3 stars:

-1 star:

The book, while seemingly short, packs in quite a bit of information. The author does this by puting the source on a CD instead of listing it in the book. I absolutly hate this because i don't always have access to my computer when i am reading. I can program well enough to see the source, remeber what is going on, and be able to figure out what is going on. Also having the source on CD instead of in the book makes it so you don't ever have to type in the source code. I find that it helps me to remember some stuff if i actually do it (like typing it in. It is nice to have access to the source, to check against if you are having problems though.)

-1 more star:

This book is dated, and was dated when it was wrote. When it was wrote, DX8 was out, and DirectDraw and D3D were merged into DirectGraphics. This book uses the DX7 DirectDraw interfaces. With DX9 out now, this has become more outdated.

As an introduction to 2d dx, 2d graphics, and overall game programing, this is pretty good. However, the code doesn't always teach good coding practices, and the engin that is build, while is sufficient, is not of very high calibur.

Try and find a different dx book, preferably written in the past couple years, and not one "for dummies." When you try and dumb something down, especially someting as complex at DX, you always end up missing something. If you already know C++, you are apparently not a dummy, and therefor should get a different book.



4 out of 5 stars To all who don't have a clue about Mr. LaMothe   May 23, 2006
 3 out of 4 found this review helpful

As S. Randall pointed out, some reviewers claim that "Andre is not a real programmer" and made other comments like:

"If you want to write games, develop a solid foundation in C++, program a lot on a daily basis, and go work for a game company, or publish your own games as freeware. Reading a book and poring over somebody else's old-time code won't make you a game developer."

This person is both right and wrong. Yes, Andre's books aren't the most simple of books. Game programming is hard. Very. But I do have to disagree with the last sentence.

I bought Andre's "Tips of the Windows Game Programming Gurus" at the beginning of my freshman year in high school. I had no previous knowledge of programming or anything. But I learned a lot from Andre. His material prepared me for my college education in Game Design. Now, at 21 years of age, I work in the game industry with a starting salary of $40,000.

Tell me to my face that Andre's varying books had nothing to do with me learning my trade and getting a good job.



4 out of 5 stars For the Naysayers:   March 22, 2005
 4 out of 5 found this review helpful

There are many reviewers here who claim Andre Lamothe is not a real programmer, just a guy with a book deal. This cannot be farther from the truth. Here's a snip from an online interview:

Andre LaMothe is CEO of Xtreme Games LLC, and has authored many books on game programming. He has degrees in Mathematics, Computer Science, and Electrical Engineering. He has been in computing industry for 20 years and has worked on 2D/3D graphics, Artificial Intelligence, Compiler Design, Robotics Engineering, Virtual Reality, and Telecommunications. He was also the inventor of one of the worlds first virtual reality games.

This book is a great start to anyone interested in game programming with DirectX.



5 out of 5 stars One of the best books on this subject   September 24, 2004
 3 out of 3 found this review helpful

This book is one of the best books about game programming. Even as a newbie you have a good and easy way to learn a lot about game programming, you don't need much pre-knowledge. It's a good balance between a simple entry and advanced programming-technics.
The style is nice and the examples are easy to understand and big enough to become a master of game programming. And last but not least: Every $ is a good investment because the structure of this book is very well for learning every other project which the novice want to do for himself or some customers.



3 out of 5 stars Good, but not great   April 4, 2004
 2 out of 3 found this review helpful

The book starts out great, with clear step-by-step explanations about everything. One really begins to feel like they're getting somewhere. However, just over half way through, the author abandons this step-by-step approach and dumps a massive 'library' of code in front of you with little explanation, and leaves you for dead. From here, one is expected to tinker with the existing code, making alterations as necessary to fit one's own idea for a game. A very disappointing conclusion to what started out as a great book.


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