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Programming an RTS Game with Direct3D
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Carl Granberg
Charles River Media, Paperback, Bk&CD edition, Published October 2006, 512 pages, ISBN 1584504986
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Making a commercial-quality RTS game takes thousands of dollars and a large team of talented people. So is it possible for a book to teach one person how to make their own RTS game? The answer is yes. Programming an RTS Game with Direct3D is such a reference. The book provides intermediate programmers with a step-by-step implementation guide for programming a complete RTS game. In this book you'll learn how to make a very simple RTS game with all of the core elements. Don't be fooled though-- even this simple game will take a lot of knowledge and hard work. But during the process of making the game, you'll learn many general game programming skills, including terrain generation, skinned meshes, path fi nding, visual effects, sounds, networking, how to create a user interface, and much more. Each chapter deals with one or more specifi c component in the building process to mimic a logical project workfl ow from concept to completed game. The book begins by laying the theoretical framework and discussing RTS game design and various implementation issues. From there, you'll move on to implement component after component, until you are finally ready to put them all together to form an RTS game. Throughout the book, there is a heavy emphasis on coding and a lot of this code will be found in the example applications on the companion CD-ROM.

 

Features

• Teaches intermediate Direct3D programmers how to program a complete RTS game, including advanced topics like Skinned Meshes, Fog-of-war implementation, Team-color pixel shaders, AI, and networking, etc.

• Includes full code examples, both source code and shader code

• Uses numerous visual renderings to show users how the end results should look

• Teaches programmers the skills they need to develop their own games for career advancement or to get into the games industry

• Uses C++

• Includes a CD-ROM with the source code and project files from the book, a library of ready to-use graphics, including skinned meshes, textures, static 3D objects, etc., and the complete source code and project files for the fully developed RTS game.


Customer Reviews

Customer Reviews: 1     Average Customer Rating:

Jun 15, 2007     Jacob (jacob.shelby@utf.com) from DC
Great Book!
An excellent book that covers all aspects of creating a Real Time Strategy game. The book contained some of the more advanced topics like dynamic fog of war, skeletal animation etc. that I havent seen covered as good before in any other book.



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