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VIDEO GAMES BOOKS
Posted in Video Games (Saturday, October 11, 2008)
Written by Fernando Bueno. By Prima Games.
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No comments about Kane & Lynch: Dead Men: Prima Official Game Guide (Prima Official Game Guides) (Prima Official Game Guides) (Prima Official Game Guides).
Posted in Video Games (Saturday, October 11, 2008)
Written by Dan Birlew. By BRADY GAMES.
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5 comments about Parasite Eve 2 Official Strategy Guide.
- Hi there, i have been looking for this strategy guide book from parkway parade to tampiness mall to bedok interchange and i just can't find it. Can somebody please tell me where i can get this book? I can't get it through the internet cos i dun have a credit card, can anyone tell me where can i get this book in Singapore. Thanks
- Yeah, its a best book for this game. But the writer hasn`t finish the game twice. Coz` I want to know if something happen if you finish the NIGHTMARE chapter. Well, what can I say I haven`t finish that chapter too.
- This guide is very helpful, giving clear and detailed maps, lists of items, weapons, armor, etc. It was extremely informative and easy to follow. Some people complain that the guide doesn't tell you how to beat the final two bosses, but I didn't mind. I guess even writers of a strategy guide don't want to spoil ALL the fun. The only problem I had is that the section that talks about replay, bounty, scavenger, and nightmare mode seems a bit rushed. Overall, though, it's worth the $$
- This book gives all the information about the game and who all the charachters, weapons and villians are. It has an introductory section so that you know who the charachters are and what they mean. It also has a detailed section on the weapons that you can use. It then gives details on each one of the villians (NMC's) and the best weapons against each of them. It also explains how to use the parasite energy's and what you have to attain to upgrade each one. The last section of the book is a walk through, play by play, on getting through each section of the game. Some of this is a bit sketchy but it is enough information should you get stuck in a section of the game. The author recommends that you not use the play by play section unless you are really "stuck" because it will take the mystery and excitement out of the game. I have used it several times, especially when having to decode riddles. It is an excellent resource if you are the kind of person who gets really frustrated when "stuck" at certain sections of a video game. There are many different pathways to get to the ending of the game which I don't think I would have even realized had I not used the guide. I recommend it, especially if you are new to this kind of game or if you are not familiar with the first Parasite Eve or other Brady games. (Which I was not, so I think that may be another reason why this guide was so helpful and informative.)
- Well, its hard to rate a good guide these days. I liked it. It helped me get through the game and gave me some good strategies. It was a bit thin and I thought some parts could have used some better hints, but all and all, a good book to help you out.
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Posted in Video Games (Saturday, October 11, 2008)
Written by BradyGames. By BRADY GAMES.
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5 comments about Civilization IV Official Strategy Guide (Official Strategy Guides (Bradygames)).
- If you have ever played a civ game before, this guide is basic. It does lay out the tech's though and puts you on the fast track. It is a real quick read, with half of the book dedicated to the civilopedia.
- After reading all the pans of this book, I thought I would put in a dissenting point of view. I am completely new to the Civilization series and need all the help I can get. I think generally the book is doing a good job getting me up to speed. I do agree, though, that the drawbacks of the book are significant and make the book frustrating to use.
First, what works about the book:
* covers basic strategies
* reproduces tech tree and unit descriptions
* gives strategy and tactical advice for each unit and resource
* includes tips from the game testers
* doesn't assume reader is familiar with previous games in the series
* is good for people (like me) who don't want to read the Civilopedia online any more than they have to
What doesn't work about the book:
* text is too small! Much of the joy of reading the book is squandered by having to squint -- and I don't wear glasses.
* no index. Publishers that release books with no indexes might be trying to save money, but they really reduce the book's usability
* screenshots are so small (some are 1.5" x 1.25" -- what were they thinking?) and are in black and white, so they are mostly too frustrating to bother trying to understand. Whoever tried to save money by printing in 9 point text made the same decision with the screenshots.
* screenshots have no caption beneath them. What is the screenshot attempting to demonstrate? Text only sometimes can be counted on to refer to the screenshot. The combination of smallness, lack of color and no captions makes the screenshots mostly useless to this reader. Pretty quickly I learned that they add no value to the book.
Final assessment: I paid a grand total of $13 for the book and definitely am getting my money's worth. The thing is that, given the option, I would have gladly paid $20 for the above drawbacks to be rectified.
- I expect a guide like this to pick up where the instruction manual leaves off. But this book spends 3/4 of its pages just reproducing what is already included with the book's online and printed help. The rest provides some very abstract ideas on strategy. It does not tell you what units or buildings to build or when to build them. Civ 4 is a great game, but you won't get much here. Stick to the game's manual and visit some of the fan sites for helpful hints.
- The first part being Age of Empires III in my opinion which has done for the real-time-strategy (RTS) what Civilization 4 has now done to turn-based-strategy (TBS).
What the developers have done is the most sensible thing - they were not afraid to innovate and they were not afraid to throw out the stuff that was rubbish. Essentially this is not a direct but a innovative advance of the series. I feel sorry for those people who think that the newer games in a series should keep the sacred ideas and just keep making them bigger and bigger, because that way the game does not improve, it merely grows (and you get Civ3). Instead good ideas are put in and bad ones taken out and the game works and is a joy to play. At the end of the day the game AS IT IS, should be good, whether it panders to imaginations of die-hards of what it should be like... well that's them not the developers.
Basically, if you like anything vaguely related to strategy Civilization will fail to disappoint. Enjoy.
- to sum up other reviews....
* Full of strategic hints that I've found very helpful to game play. It's well written, and has information that I believe should have been included in the game manual.
* Lists units, cultures, improvements, etc.
* covers basic strategies
* reproduces tech tree and unit descriptions
* gives strategy and tactical advice for each unit and resource
* includes tips from the game testers
* doesn't assume reader is familiar with previous games in the series
* is good for people who don't want to read the Civilopedia online any more than they have to
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Posted in Video Games (Saturday, October 11, 2008)
Written by Kenneth Miller. By Prima Games.
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2 comments about Fable: The Lost Chapters (Prima Official Game Guide).
- Fable can easily be played without a guide but this book will help you flesh out the story and find all the bits and pieces much more easily. The ability to see all of the available hair styles, tattos, weapons, armor etc is very nice.
I especially liked the weapon section so I could figure out exactly which of the uber weapons to look for. Not to mention finding all of the keys I had missed for all of those yummy treasure chests scattered around the world.
Since the guide covers both the PC and console game, there were a couple of spots that evidently were not PC related and it was just a tad confusing a time or two. Like, huh?
Play it through once without the guide if you don't want to spoil the surprises and use the guide after that. But what the heck.
Walkthroughs were complete but it is not necessary to do everything in the exact order given. Do what you are in the mood to do and use the guide to check if you missed something fun.
Well written and very informative. Buy it if you can.
- I got this guide after having purchased the original guide and used it to great effect with the original game. Unfortunately, this guide isn't as much of a re-write as it is a re-release. There are a number of details missing and a number of errors made in the weapons and armor section (no mention of the Sword of Aeons only doing 240 damage in the book). Overall, the book is still pretty good, but nowhere near as accurate as the original was to the original game. Buy it if you're having trouble doing the easy, tedious tasks (finding keys and getting through demon doors) but don't expect a whole lot of accuracy or detail in the newer sections.
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Posted in Video Games (Saturday, October 11, 2008)
Written by Alexander R. Galloway. By Univ Of Minnesota Press.
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5 comments about Gaming: Essays On Algorithmic Culture (Electronic Mediations).
- Interesting book, but not entirely what I was expecting. It takes a very filmic approach to videogames, focusing on gaze and perspective. There are some interesting parallels draw between film and games, but for the most part, the author seems more comfortable in a critical eye outside of games themselves.
I lost interest in the book about halfway through, but I may pick it up again. If you are looking for a book about interaction or theories of play and leisure, this is not the book for you.
- After Protocol, one of the best books in cyberculture, Galloway bring us Gaming, one of the best books in gameculture.
Remembering Protocol's way, a bit of history, with some criticism after. The only problem is the book is toooo short, and very important issues, like gameart and mods, stay basics. I hope these can be developed in the next future.
And I love cover, with the Unreal Healt PickUp int the hospital.
- This is a fun book to read that is written in an accessible and engaging style that contains some really interesting ideas about gaming. Because this is more a collection of interrelated essays than a sustained argument, it makes sense to approach each essay individually.
In the first chapter-essay, to understand the relationship between the player and the game space, the author arrives at a cartesian plane of possible gaming moments: The x-axis moves between the operator's and the machine's actions, and the y-axis moves between diegetic and non-diegetic actions. The result is that some common gaming moments can be reliably plotted in this plane. The author's approach here presents a way to initiate a discussion around action, but the entire argument doesn't hang on the validity of this model. This diagram forces the author to define game diegesis somewhat narrowly within the confines of certain kinds of games, and it seems somewhat arbitrary where he draws the line between diegetic and non-diegetic. However, it's an interesting beginning, and the terms and relationships Galloway sets up here permeate the remainder of the essays, contextualizing them all within the idea of game action.
In chapter 2, the author goes to great lengths to justify his central claim that where film uses the subjective shot to represent a problem with identification, games use the subjective shot to create identification. The problem with first-person or subjective camerawork is that the perspective suggests agency or the ability to interact. It is in these moments in cinema where the camera exposes itself as an agent of looking, and the audience is confronted with its own status as observer. In other words, it is the fact that the first-person perspective holds forth the possibility of action that makes it such an uncomfortable technique in cinema, but such a natural arrangement in gaming where the possibility of interaction exists. The author then identifies certain cinematic situations that adopt visual "patina" derived from gaming. Some obvious examples of this "gamic vision" include the Heads-Up Display subjective shots from Terminator and RoboCop.
In chapter 3, Galloway unpacks the idea of realism in gaming, distancing it from the so-called "realism" of high-end graphics that purport to be faithful representations of real world objects. Instead, since gaming is for Galloway an action and not an image, realism should be imagined on different terms. Again taking cues from cinema, Galloway argues that a better kind of realism for gaming would follow the model of neorealism in film in which neorealisticness depends on narrative and not form. Galloway mentions games like September 12th and The Sims as possibilities of a better realism in gaming because they engage social reality at a level in which the game action parallels the real-world action it comments on. In other words, a person is more likely to order a pizza than shoot aliens. Again orienting his discussion on action, Galloway concludes that the true correspondence obtained in realistic gaming is a congruence between the "material substrate of the medium" and the gamer's social reality.
In the fourth chapter and the concluding one, Galloway makes a compelling case for the expressive potential of video games. In outlining the allegories of control in gaming, Galloway claims that, to the extent that successfully navigating daily life increasingly relies on selecting options from series of menus, gaming simply emulates this by enclosing it within the gaming action. The main example here is Civilization, which has been criticized for its Imperialistic politics. For Galloway, though, the problem with Civlization is not so much that it presents other nations and people groups as fodder for conquering, but that it condenses politics into a series of quantities that can be balanced and varied according to menu configurations. So Galloway does criticize the game, but mainly does so because it represents an index for the very dominance of informatic organization and how it has entirely overhauled, revolutionized, and recolonized the function of identity.
In chapter five, Galloway ends up with six theses for countergaming, one of which is hypothetical. Though the book as a whole claims to be a collection autonomous essays, it's hard not to read in this essay the culmination of ideas oulined in the first four. Put briefly, countergaming involves establishing and then subverting the formal poetics of gameplay. One theme in this is the foregrounding of apparatus, or when games break. The author's main example in this essay is Jodi's untitled game in which the interface frequently breaks down or appears to reveal its underlying code. Similarly, countergaming can become visible in subverting representational modeling of objects with degraded artifacts. Note that this is not simply bad modeling or the modeling of abstract objects. Rather, the spatiality of objects is threatened by their exposed status as images. This discussion is useful not only for outlining a potential direction for artistic or activist game design, but also for providing a context for discussing more mainstream activity like Alternate Reality Gaming in which the game world is very much defined by its juxtaposition with its representation and underlying code, or more sinister-seeming accidents like actual rendering errors in game worlds. These phenomena are not countergaming as such, but it is possible to understand the disruption of their presence better if we see it as a kind energy working against the dominant hegemony of the game structure. Such things break the framework of social realism.
Although I found this book intelligent and engaging, I'm still not sure what to do with it. The author proposes alternatives to popular critical models, but these are mostly gestures toward a way of thinking about gaming rather than a declaration of How Things Are. It is this approach, along with the approach to gaming as an action rather than games as objects, that is this book's most valuable contribution. I would recommend it to high-level game architects and virtual world architects who aren't afraid of a somewhat academic read.
- Excellent book. Until now, I have read the first two essays. In the first one, Gamic Actions - Four Moments, the author has developed an analysis framework for games based on the concept of diegesis. In the second, he digs the origins of the First-Person Shooter based on the film history. Definitely, this book will be an important reference in my doctorate research.
- I work in the video game industry and have launched over 10 titles on both console and PC, 4 of which have sold over 1 million units. This book, while academically interesting in the abstract (and that's why it's not getting 1 star from me), does not describe anything relevant to the real world of game creation or development. It does not contain anything that I would recommend to my business as either prescriptive for development activities or descriptive of player behaviors. Other than the need to publish for academic politics reasons, I don't know why the author wrote this book.
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Posted in Video Games (Saturday, October 11, 2008)
Written by Andrew J. Hanson. By Morgan Kaufmann.
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2 comments about Visualizing Quaternions (The Morgan Kaufmann Series in Interactive 3D Technology).
- Beautiful production (typesetting, graphics, layout). The mathematics is on the informal, intuitive side. I consider this a luxury purchase, not an essential part of one's hardcore math library library. Somewhere on the shelf next to Tufte's books on visualization of data.
- This is a very interesting book in the Morgan Kaufmann series, and will appeal to those with a mathematical bent. Visualizing quaternions is broken into three parts. Part 1 treats the elements of quaternions, and parts 2 and 3 treats advanced mathematical topics that place considerably more demands on the reader's mathematical knowledge (and also on the author).
Part 1 is an introduction for those readers new to the topic. As far as introductions go, it is not too bad. It does in fact contain one important subject - quaternion interpolation - that is not always covered in other texts. Hanson covers interpolation in part 1 and again in part 2. If your interest is computer animation, this may be sufficient reason to acquire the book...analogous to purchasing an album just to get one song. However, if you are completely new to quaternions and want to develop a firm intuition grounded in first principles, then a book that is at least an order of magnitude better is "Quaternions and Rotation Sequences" by J. B. Kuipers.
Parts 2 and 3 are the most interesting parts of the book. Hanson presents a series of small chapters that discuss quaternions from different advanced mathematical viewpoints (differential geometry, group theory, Clifford algebras, octonions). The chapters are small, and so they by necessity contain references to the literature where the considerable background material required for understanding the topics is developed. If you have a good background in differential geometry and some abstract algebra, then the chapters are quite nice. In this sense, parts 2 and 3 of the book are more appropriate for mathematicians.
The technique of including routine, "turn the crank" type of calculations in the text, and deferring the sometimes considerable details and theory to references allows Hanson to cover more topics than usual. However, it is exactly those details that distinguish between what is useful and well conceived mathematical theory from mathematical gibberish. Deferring details to the literature can also encourage an over-reaching of the author beyond his understanding of the material. Hanson has walked a fine line here, but still I must mention two issues that I found annoying:
1) A Riemannian manifold is not specified only by giving the charts ("local patches") as Hanson seems to think on page 352. One must also add constraints on the topology -- typically Hausdorff with a countable basis of open sets. These are not just moot considerations; the topology allows a construction of a partition of unity which in turns guarantees the existence of the Riemannian metric. In particular, the mild condition of paracompactness will ensure the existence of the partition of unity.
2) It is a gross over-simplification, and mathematically non-trivial, to claim the basis vectors of Euclidean space have precise analogs in Fourier transform theory, as Hanson does on page 340. Heuristic analogs...yes... but precise analogs?...only if one has developed the necessary mathematical machinery using the theory of distributions. The inner product relation ei.ej = kronecker delta ij given by Hanson on page 340 would have to be generalized to a delta function. It was one of the major accomplishments of 20th century mathematics that Schwartz was able to put the delta function on a firm mathematical basis with his theory of distributions (for which he received the Fields medal) Before Schwartz, delta functions were at best a useful computational tool in the hands of physicists like Dirac who were guided by their physical intuition, and at worst, an example of the mathematical gibberish alluded to earlier.
In short, this is a good book for those with the mathematical prerequisites. Those with a more traditional background in computer science might be advised to first peruse a copy at their local bookstore to verify it matches their interests.
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Posted in Video Games (Saturday, October 11, 2008)
Written by Off Base Productions. By Prima Games.
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No comments about Haze: Prima Official Game Guide (Prima Official Game Guides) (Prima Official Game Guides).
Posted in Video Games (Saturday, October 11, 2008)
Written by Travis Castillo and Jeannie Novak. By Delmar Cengage Learning.
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No comments about Game Development Essentials: Game Level Design.
Posted in Video Games (Saturday, October 11, 2008)
Written by BradyGames and Dan Birlew. By BRADY GAMES.
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5 comments about Metal Gear Solid 2: Sons of Liberty Official Strategy Guide.
- I have to say say than when I get stuck this helps me out a lot. Thanks Bradygames.
- I'll be honest with you. This book is designed really well. It is one of two BradyGames books right now in the "Signature" series -- strategy guides that feature higher-quality paper, very well-designed walkthroughs, and an extra like a poster. Unlike other guides, you don't get lost in all the small text trying to figure out where you were reading when you last looked up from the book. The strategy actually goes guard-by-guard, so you can use it if you're stuck trying to get past a specific guard, or you can use it to walk you through the whole game.
The reason I gave this guide four out of five stars is because it really only contains the minimum information you need to complete the game. Sure, there are blurbs about secrets and stuff, but I just didn't get the feeling that this was a book chock full of "insider's info" on MGS2.
- I was almost finished with Metal Gear Solid 2 when I stopped playing for almost a year. When I went to play again, I realized that I didn't remember the story that well and I didn't remember the layout of the area I was in. I decided to restart the game, but this time use a guide to make sure that I don't miss any items and to quickly get through the areas I had already played. Since this was the only guide available, I picked it up.
Some reviews of this guide make mention that the guide is not actually needed to complete the game and that simply playing the game is all the strategy that one needs. That may very well be, but I don't think that applies in reviewing the guide. What matters is that the guide has all of the necessary information required to complete the game and not miss any items and that it includes tips on how to beat the bosses. This guide has all of that and is very valuable in completing the game. While many things can be discovered by trial and errors, this guide will get you through the game with no trouble (the only trouble may come in actually applying the strategies to beat a boss). The most valuable aspect of this guide comes in that it details on a map the patrol patterns of the guards. Knowing in advance how far a guard will patrol is very useful in planning your path though the level. If capturing the dog tags from the soldiers is important to you (and if you want the bonus items, it should be important), the guide provides useful strategies on how to get every dog tag in the game (on normal mode). I tried out some of them, and it worked just as the guide suggested. I wasn't that interested in collecting the dog tags my first time completing the game, so I didn't spend the time to collect them all. As far as I could tell, the strategies were spot on. One thing I should mention is that the strategies to get the dog tags and for beating the game apply to the normal difficulty setting. Since some things change on the higher difficulty levels, the guide is probably not as useful for mastering the game on the highest difficulty. Using this guide for the normal difficulty level, this is an excellent guide that will take you through the game and not spoil and story points. If you feel you need a guide for Metal Gear Solid 2, this one is well worth your money.
- This guide is the most helpful when you are stuck at a certain place in the game that seems impossible to get past!!! The guide is in-depth and simple at the same time. If your stuck then this guide is for you. (this guide is CHEAP and easy to buy to help you)
- If you want to play this game with a strategy guide, then your best option is to forget Bradygames and Prima, because authorisedcollection has a much much more detailed and thorough explanation of the game. I had a look at the reviews that 4 or 5 stars are put, they just didn't know what real strategy guide should look at. If you want to have the ranking of the legendary "Big Boss" in the game, go try authorisedcollection guide, otherwise you are just wasting your time playing this game. I'm not trying to offend Bradygames and Prima, but authorisedcollection series the best.
If you are a Final Fantasy fan, go and compare guides from authorisedcollection and bradygames and you will know what I meant above.
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Posted in Video Games (Saturday, October 11, 2008)
Written by Ellen Hatton and Alexandre Santos Lobao and David Weller and Apress. By Apress.
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5 comments about Beginning .NET Game Programming in C#.
- Let me start by saying that I have no intention of being a game developer, but since I need .NET for my job, I thought this would be an interesting read. It doesn't disappoint at all.
What stand out is the author's repeated advice that you need to "just do it" from end to end to understand the process of creating a game. I think that's true for most tasks in programming, but it's especially true here. There are a lot of basic concepts that apply to nearly all games, and it's funny because you begin to think about them when you play one!
Clearly if you want to get deep into 3D math, you'll need another book, but this one gets you started at least with an understanding of the basic DirectX tools.
- I'm surprised this book has gotten the reviews it has (I actually ordered it based on them). The errors in the code/instructions are horrendous, and I'm only on the second chapter. (Many steps seem left out) I suppose I cannot understand why someone would write a instructional book and then fail to follow their own steps to check if they work.
That being said, the book is not all bad. I've learned a few neat things from the previous chapter. I suggest, in the future, the author(s) include source for each 'step' in the projects and have others check their instructions. I would be entirely lost without the downloadable source code (apress.com), but it's a shame readers have to rely on it.
If you can, check it out at a library for a week before you buy.
- Quick Advice:
Download C# Express from Microsoft's website, it is free right now. Also download the Summer 2003 edition of Direct X.
Everything will compile except Space Wars 3D (I am so happy now, see below). I am missing files, its 3:00 am, I will look for my (or their mistake) in the morning.
Also go to the Apress website to download all the code including the VB.Net version of the book. It seems they left out key files (Like images for chapter 3) for the C# version that you can get in the VB.net download.
My Story:
I got this book because I wanted to learn C# and have some fun. I certainly enjoyed the first 3 chapters. They were very nicely written and friendly, which is why I bought the book. I also like that the book explained the basic concepts clearly (which is all I am looking for right now). So far, fairly self-explanatory, follows with what I already knew and expected (it confirmed how I thought it all worked procedure wise).
However, when I tried the book code in visual studio 2003 I kept getting errors. Mostly from me copying what the book had. I then had to tweak everything to get it to work. I later found it much easier to just load the code from the website. However, this does not help learning if you just compile and view. The step-by-step examples for the later chapters would have been nice for these early ones.
After a short hiatus (6 months of wasteful job searching, which I am still on) I came back to work on chapters 4 onward. I found these to be very difficult to work with. I kept getting errors. After a few 5:00 am nights, I discovered it's not the code it is VS 2003 it just won't run it for some reason. Gives me a .net compilation error. I bet it has to do with patches or version differences of the .net framework.
I was about to bag the book and write a bad review (mostly because I could not find quick help anywhere) when I decided to check Microsoft's website. After downloading their tools and converting the files to VS C# Express everything ran great. By the way, online resources say to use this with 2003, but I keep getting a greater version used error when working with 2003, so they must have done this in 2004. My advice on what to get is above.
So after a bit a fun and a lot of short-term frustration I am happy once more and can continue my studies. My goal is not video games, but research and development for engineering. I just wanted a pretty way to render my results.
To note, Direct X has had some major changes so the book is now dated, but the logic on Direct3D, collisions, and general procedures is still good. Direct Play is out, I am not sure about Direct Sound or Direct Input.
When you buy a book you expect to get higher quality material then what you would find online. Overall, I would say it is better then some information I have found online, but it certainly lacks in certain areas such as better explanation on DirectX functions, though it does a good job where needed. For instance some spots in the DirectX documentation is lacking, the book does a good job of explaining those parts.
Microsoft has plenty of new resources online now including better explanations on what was missing before, so I am unsure if this book is a buy anymore. I will say it is a good first start.
- I got a used copy of David Weller's book: "Beginning .Net Game Programming in C#" from Amazon.
First of all, using the word Beginning in the title of this book is deceptive. It's not a book for beginners in any way.
The author not only assumes you are an experienced Windows programmer, but that you already know how to work with graphics and are more than familiar with Creating Event Handlers using OnPaint, etc.
In the first chapter, in the classic Microsoft style of documentation, he begins by bragging about all the wonderful graphics things you can do with C# like; Gradients, Alpha Blending, Cardinal Splines, Transformation, etc. but doesn't have the courtesy to supply a single code example to show you how to do any of these wonderful things!
In fact, if you leaf through the book page by page, you will find that there is not a single complete code example in the entire book. What the author refers to as "snippets" are nothing more than poor, incomplete code examples. As we reach the first code "example" the author says "The following code shows how to draw a simple red rectangle... " No it doesn't! All it is, is a lonely OnPaint method. The author doesn't bother to explain how to make it work, but proceeds to tack on one of those little Note: fields saying that you need to create an Event Handler. The example supplied however, is an Event Handler for something else entirely! The next example shows you how to create graphics objects from an image but doesn't bother to explain how to import the image! You are expected to magically how to do that I guess.
It is clear that the author: David Weller doesn't even understand the topic material. What he did was go to somebody that DOES understand how to program and got a half dozen cheezy programs which he devoted a chapter each to, with a feeble attempt to tack a bunch of comments inbetween.
If you want to make a Tetris clone and not much else, there's a very slim chance you might get something out of this book. Although you will have to type up pages of code yourself before finding out whether it will even run or not because there is no CD included with the book. The author assumes you know so much about programming already that, quite frankly, if you knew that much, you wouldn't need his lame book.
The author is neither a programmer, nor a writer. I wouldn't recommend this book to anyone. It gives me a big knot in my stomach thinking how many other sincere beginners will end up wasting perfectly good hard earned cash on this complete waste of trees.
Dillinger
- This text presented the concepts of game programming well. However, the examples available with the book were not complete. They were missing classes that need to be purchased/downloaded from a third party.
Part of learning a new programming/technology concept is having a working model. This book failed this portion of the learning process
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Kane & Lynch: Dead Men: Prima Official Game Guide (Prima Official Game Guides) (Prima Official Game Guides) (Prima Official Game Guides)
Parasite Eve 2 Official Strategy Guide
Civilization IV Official Strategy Guide (Official Strategy Guides (Bradygames))
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