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Programming a Multiplayer FPS in DirectX (Game Development Series)
by Vaughan Young
Publisher: Delmar Thomson Learning
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Customers who bought this also bought:
1. Introduction to 3D Game Programming with DirectX 9.0 by Frank D. Luna
2. Programming Game AI by Example by Mat Buckland
3. 3D Game Engine Programming (Game Development Series) by Stefan Zerbst
4. Programming Vertex and Pixel Shaders (Programming Series) by Wolfgang Engel
5. 3D Game Engine Architecture : Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology) by David H. Eberly
Editorial Reviews:

Book Description
If you have experience with C++ and DirectX and have always wanted to program your own game, this is the book for you. Programming a Multiplayer FPS in DirectX takes you from the basic game design to a fully functioning game! All of the source code, assets, and tools are included–you just work through the tutorial-based chapters and watch the game come to life as you develop it. And as new features are added, you can begin playing with them to see them in action.

Following a typical game development process, the book is separated into two distinct parts: Part One focuses on the design and development of the game engine, and Part Two concentrates on putting the game together using the engine. The theory has been kept to a minimum, so that you are following a hands-on approach and adding new functionality to your engine as you proceed. In the first part, you'll learn about the many facets of DirectX, C++, and object-oriented programming. You'll also learn how to design the engine and put the infrastructure into place. The next chapters will each add a new module to your engine including input, scripting, 3D rendering, sound, networking, and scene management. The second part covers the final development stages, including everything from game play to player management; it culminates with the complete multiplayer FPS game.

Throughout the book you'll learn key topics that will bring you up to speed with industry proven techniques, while improving your confidence as a developer. And because DirectX is the most prevalent game development tool available, once you master this project, you'll have the skills you need to create a variety of games!

FEATURES * Provides a detailed, step-by-step approach through the creation of a complete multiplayer FPS

* Covers a variety of key topics beyond the basics needed for the game creation, including occlusion culling and scene management

* Prepares users with the skills needed to code using the latest DirectX API

* Includes a companion CD-ROM with all the source code and assets for the complete game, the DirectX SDK, and other useful tools

On the CD! * All of the source code and assets used to create the complete game

* The DirectX SDK 9.0c installation package used to develop the code in the book

* Panda DirectX Exporter (by Andy Tather) to use in conjunction with 3ds max to produce meshes in .x file format

* Paint Shop Pro fullfeatured, trial version– great for creating textures

* Improved Collision Detection Article (by Kasper Fauerby): provides more details about the collision detection algorithm used in the sample game

*************************************** Take your game development to the next level. After reading this book, you’ll know how to program your own FPS game.All submissions must be received by November 4, 2005. Final prizes for the competition include the entire Game Programming Gems Series (Volumes 1 – 5), valued at $350. Others are still being added. ***************************************

Product Details
  • Paperback: 400 pages
  • Publisher: Delmar Thomson Learning; edition (Dec 20, 2022)
  • ISBN: 1584503637
  • Average Customer Review: 5.0 Based on 7 reviews.
  • Amazon.com Sales Rank: 32258

Customer Reviews

0 of 0 people found the following review helpful:

5A great book, Aug 17, 2023
This book was really helpful on engine creation with DirectX 9. You should have a little knowledge of DirectX 9 in my opinion. Just for the mere fact that some topics arn't covered in 100% detail (but then again when is any book like that?) so it'd be good to have some background with DirectX 9, if you don't you shouldn't have that much trouble.


0 of 0 people found the following review helpful:

5First Person Shooter Using DirectX 9, Jul 19, 2023
At last, a book on 3D gaming that isn't an excuse for re-iterating the DirectX SDK/Help docs.

Yes, it's the real deal.

I'm sure that anyone with an interest in this subject will know that it isn't for the faint hearted.
If you want to "understand the code" and not simply use the complete project for your own levels, you certainly have your work cut out.

That said, the author takes you on a well guided and informative tour of all the aspects required to create an "outdoor" multiplayer (LAN) shooter.

A great introduction to what really goes into it all.

Recommended.


0 of 0 people found the following review helpful:

5A manual for intermediate to advanced computer programmers familiar with C++ and DirectX , Jul 5, 2023
Programming a Multiplayer FPS in DirectX is a manual for intermediate to advanced computer programmers familiar with C++ and DirectX who desire to program their own first-person shooter game for multiple players. Breaking down the typical game development process into its component parts, Programming a Multiplayer FPS in DirectX covers such topics as engine design and control, rendering, sound issues, networking, scene management, classifications of weapons, and more. Sample code along extensive instructions that cover both the abstract and concrete programming issues behind each topic make Programming a Multiplayer FPS in DirectX as user-friendly as a game programming guide can be. An accompanying CD-ROM is packed with source code, a DirectX SDK 9.0c installation package used to develop code in the book, Panda DirectX Exporter to use with 3ds max to produce meshes in .x file format, PaintShop Pro full-featured trial version, and more. A "must-have" resource for amateurs or professionals looking to test their programming skills and create their very own FPS for the computer.


3 of 3 people found the following review helpful:

5Excellent Introduction, Apr 4, 2023
When I first found out about this book I thought it had a snowball's change in hell of being even a half decent book (being a pretty ambitious topic). I've changed my mind after actually reading the book, and found it to be an excellent introduction to writing a FPS game engine. Granted, it's not DOOM3 but the end result is a simple, complete working engine; which is quite an achievement in my opinion.

One caveat though, even though the book is fairly simple and not exactly taxing (a tribute to the author) it is certainly not a beginners book. You should already be fairly comfortable with C++ and DirectX 9 to get the most out of it and be prepared to study the source and MSDN documentation (a good habit to get into anyway).

The book covers most of the major parts of a FPS engine at a reasonable level, resulting in a well designed, modular engine that can be expanded on quite easily. The main value of the book, however, is the design of the engine which should help a lot in developing your own engine (since most books cover the therory in exhausting detail but ignore the overall engine design - if you're looking for detail, this may not be the book for you).

After reading this book, the following books may be useful:

1. Introduction to 3D Game Programming with DirectX 9.0 (excellent intro to DX9).

2. 3D Game Engine Architecture : Engineering Real-Time Applications with Wild Magic (nice and detailed - I recommend all David Eberly's books).

3. Real-Time Rendering (doesn't get better than this).

4. Game Programming Gems (buy all of them, now).


3 of 4 people found the following review helpful:

5Excellent Book, Feb 19, 2023
I would recomend this book to anyone wanting to create a fps. This book has helped me put my ideas together and point me in the right direction for creating my own engine and game. This book is definatly worth every penny.


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