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eBook Teach Yourself Game Programming in 21 Days/Book and Cd-Rom (Sams Teach Yourself) download

by Andre Lamothe

eBook Teach Yourself Game Programming in 21 Days/Book and Cd-Rom (Sams Teach Yourself) download ISBN: 0672305623
Author: Andre Lamothe
Publisher: Sams; Pap/Cdr edition (September 1, 1994)
Language: English
Pages: 948
ePub: 1707 kb
Fb2: 1445 kb
Rating: 4.6
Other formats: rtf azw mbr txt
Category: Technologies
Subcategory: Programming

CD-ROM included with Andre LaMothe's book "Teach Yourself Game Programming in 21 Days".

CD-ROM included with Andre LaMothe's book "Teach Yourself Game Programming in 21 Days". and to have fun with!

I've owned other game writing books and this is the only one worth my time But after reading teach yourself game programing in 21 days I knew how. As for useing the MSC++ to make the book with.

I've owned other game writing books and this is the only one worth my time. I am NOT a fan of the "21 days books" mostly because you are not going to master anything in 21 days, but this book is very much different. He uses C code which is good for those of us who don't use C++. The only downside is he wrote it for Microsoft C++, and I hate Microsoft, but if you know the differences (mostly just some slight function name changes), you can make it work. But after reading teach yourself game programing in 21 days I knew how. Yeah it kinda stinks a little.

Teach Yourself Game Programming in 21 Days/Book and Cd-Rom (Sams Teach Yourself). Lord Necron) has been programming for over 24 years and holds degrees in mathematics, computer science, and electrical engineering. He has written numerous articles on the subjects of graphics, game programming, and artificial intelligence. He is the author of Tricks of the Game Programming Gurus, Sams Teach Yourself Game Programming in 21 Days, The Game Programming Starter Kit, The Black Art of 3D Game Programming, and Windows Game Programming for Dummies, all bestsellers.

Programming in 21 Days/Book and Cd-Rom (Sams Teach Yourself). to ask a question about Teach Yourself Game Programming in 21 Days. If you like books and love to build cool products, we may be looking for you. Learn more . Genres. 0672305623 (ISBN13: 9780672305627). Be the first to ask a question about Teach Yourself Game Programming in 21 Days. Lists with This Book. This book is not yet featured on Listopia.

Sam's Teach Yourself MySQL in 21 Days - Web Based Programming. 800 East 96th Street. 68 MB·6,959 Downloads. 11 MB·6,826 Downloads. 64 MB·5,242 Downloads·New!. The Art of Work: A Proven Path to Discovering What You Were Meant to Do.

In just 21 days, you'll learn all the skills you need to build games and more with Direct3D, one of DirectX's graphics libaries, in your .

In just 21 days, you'll learn all the skills you need to build games and more with Direct3D, one of DirectX's graphics libaries, in your 2D game programs. Direct3D is not just for 3D game programming! With a little know-how, you can use it to create any kind of graphically based program you want.

Teach Yourself Game-Programming in 21 Days. The author takes even the most complicated issues of game programming and breaks them down into understandable lessons in the familiar 21 day format. Select Format: Paperback. ISBN13:9780672305627. Release Date:October 1994.

Bibliographic Details . Publication Date: 1994. As the only beginning-level book on game programming, this step-by-step tutorial takes readers through the entire game development process, teaching them how to design and create their own game software. CD-ROM includes sample source code from the book. Teaches the basics of DOS game programming. Includes several programming techniques, such as joystick control and the use of graphics". Covers IBM & Compatibles.

Author: Andre LaMothe. Teach Yourself Game Programming in 21 Days (with CD-ROM). Citation Count: 0 · Downloads (cumulative): n/a · Downloads (12 Months): n/a · Downloads (6 Weeks): n/a. Tools and Resources. No contact information provided yet.

Shows how to create backgrounds, structured displays, characters, and animation, and discusses input handling and performance considerations
Comments: (7)
RED
I have been programming in C for less than a month and have read a beginning C book. This was the next book I bought because I have always wanted to program games and have been doing BASIC, QBASIC and VISUAL BASIC for about 9 years. Among the few things I got out of this book were accessing the video buffer directly (doing graphics through direct access to the VGA card instead of some pre-made library functions), loading and playing Sound effects and A neat algorithm for drawing lines using only integral math. I was extremely dissapointed that LaMothe didn't provide functions for playing music, but I doubt they would have compiled anyway. Like others have said the examples on the CD don't compile, but about half of them have been pre-compiled into exe files. The section on artificial inteligence was a complete waste of time and a 3-year-old could have thought of better algorithms. At the time it was written, I'm sure 320x200 256 color was sufficient but it just d! oesn't cut it anymore. After the first few chapters when everything is covered in agonizing detail, things were briefly described and then dropped, often without any explanation of how to actually implement them. I had never used assembly language before but I could sort of pick up a few tidbits of information because there were never more than a dozen lines at a time used. The sections on Interups and input devices were very confusing, but from what I could make out, they seem like they would have been useful to someone who was very experienced. I still have another hundred pages left to read, so I guess it's possible that all of the useful stuff is still to come, but I really doubt it. I would say this book is good for people who know C and would like to see what some very primitave techniques are. There is no way that you'll be able to program anything decent with it alone.
one life
I was very pleased with this book. I also own his Tricks book, but I liked this one better. He shows you how to use double buffering, rectangles, all forms of input, sound, scrolling, multiple pages, sprites, clipping, how to write text adventures, and much, much more. I've owned other game writing books and this is the only one worth my time. I am NOT a fan of the "21 days books" mostly because you are not going to master anything in 21 days, but this book is very much different. He uses C code which is good for those of us who don't use C++. The only downside is he wrote it for Microsoft C++, and I hate Microsoft, but if you know the differences (mostly just some slight function name changes), you can make it work. His examples are clear, the source code is on the CD, and he gives plenty of comments and details. I've only read through part of his book and I love it. I don't regret the price at all. I was quite happy that Andre' also replied to my email. I've written to other authors and none of them bother with replying back to me, so the fact he actually would reply to me shows an author who values the feelings of his readers. The only thing you will need to understand this book is a foundation for C, but there are plenty of beginning C books out there. Otherwise, if you need a "from the ground up" book with plenty of examples on how to write virtually any video game, this is a great book. The biggest drawback is that it is for 2-D games, but he has two other books out for 3-D games. I am very happy with this book
Orevise
I enjoyed LaMothe's earlier "Tricks of the Game Programming Gurus," so I thought this might be a simpler book on the subject, since Gurus was a very comprehensive, complicated book on many different aspects of game programming. I was right at one point: this book is simpler, much simpler...too much. The source code was not very useful, because Borland ruled the compiler market at the time, and that's the compiler that I used. LaMothe's code was all Microsoft, but I suppose that was a lack on my own part.
This book was the precursor to LaMothe's popular "Black Art 3D" book, because the code presented was almost the same! It became clear to me what was going on later when I discovered that Macmillan acquired both SAMS and Waite Group Press, the publishers of both LaMothe titles! So what we have here is an enhanced reproduction of the same basic material by LaMothe, presumably by a different publisher, when all along these books were being published by parent company Macmillan. However, the books do stand well on their own. It is simply funny that the source code was so similar. It's pretty clear that LaMothe was a money-making author, and Macmillan wanted to maximize the profit off of LaMothe. In retrospect, I would have simply bought "Black Art 3D" and not bothered with LaMothe's two earlier titles.
Debeme
This book should have been 30,000 pages instead of 916. I do believe this book is for beginners, all the high level info is there, but the book lacks detail. Andre did a great job of writing but he played hopscotch on my brain every step of the way. I read this book as a beginner and I did get the concepts of game programming but that was it. The rest is left up to the reader. This is school text book quality, it gives you the concepts and expects you to carry them to the next step. This is an excellent way to learn (by making the reader reach the next step via understanding). I did buy this book with the expectation of it teaching me how to write great code by the end of the month, but what the book taught me was to understand the concepts and left me to learn the rest from there. The title should have been "Exploring Game Programming in 21 days." If you are a beginner and have absolutely no idea where to start this is your start. Just remember, writing a game requires A to Z knowledge, this book gives you A to G knowledge.