By Andre LaMothe

Covers nearly all of subject matters fascinated with video game programming with very good code samples that toughen each one chapter.

My in simple terms feedback is that the code is not "OO" (object orientated) in nature and is extra within the procedural / C-style of programming.

This is a minor factor and that i feel it truly is as much as the reader to appreciate the suggestions, and refactor the code utilizing OOA, OOD, OOP.

The diagrams during this booklet also are first-class and support while the studying will get beautiful heavy.

Recommend this to an individual who has learn a couple of introductory C++ (or introductory C++ gaming) books and desires to take the subsequent major step. it is important to be devoted as this booklet is massive.

Also a superb reference publication for Academia (Computer technology / video game Programming) because the workouts and examples are nice and to-the-point.

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Warning If you’re a Borland user, there is a separate Borland library directory within the DirectX SDK. LIB files—not the MS-compatible files higher up in the directory tree. If you still have questions about this, don’t worry. I will revisit these steps a number of times throughout the book when discussing Windows programming and your first contact with DirectX. An Example: FreakOut Before we both lose our minds with all this talk about Windows, DirectX, and 3D graphics, I would like to take a pause and show you a complete game—albeit a simple one, but a game nonetheless.

Take a good look at it, especially the main game loop and the calls to the game processing functions. =0) { // test ball against bounding box of block if ((ball_cx > x1) && (ball_cx < x1+BLOCK_WIDTH) && (ball_cy > y1) && (ball_cy < y1+BLOCK_HEIGHT)) { // remove the block blocks[row][col] = 0; // increment global block counter, so we know // when to start another level up blocks_hit++; // bounce the ball ball_dy=-ball_dy; // add a little english ball_dx+=(-1+rand()%3); // make a little noise MessageBeep(MB_OK); // add some points score+=5*(level+(abs(ball_dx))); // that’s it -- no more block return; } // end if } // end if // advance column position x1+=BLOCK_X_GAP; } // end for col // advance to next row position y1+=BLOCK_Y_GAP; } // end for row } // end Process_Ball /////////////////////////////////////////////////////////////// int Game_Main(void *parms) { // this is the workhorse of your game it will be called // continuously in real-time this is like main() in C // all the calls for you game go here!

Again, I’m being a little cavalier here since Diablo is real-time, but it still involves a great deal of strategy and thinking. On the other hand, Final Fantasy is turn-based and not real-time. Interactive stories—This category includes Myst-like games. Basically, these are games that are prerendered or on “tracks,” and you move through the game by figuring out puzzles. Usually, these games don’t allow free roaming and are like playing interactive books, for lack of a better definition. Moreover, these aren’t really “to-the-metal” game programs because 99 percent of them are written using Director or a Director-like tool.

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