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OGRE 3D 1.7 Beginner's Guide (Learn by Doing: Less Theory, More Results) ****-

OGRE 3D 1.7 Beginner's Guide (Learn by Doing: Less Theory, More Results) Featured By Felix Kerger
Published November 2010
List Price: $44.99, Your Amazon.com Price: $44.99

Amazon.com Sales Rank: 1,887,738
Availability: Usually ships in 24 hours

Want to make your own 3D applications, simulations, and games?

OGRE 3D, an open source Object-Oriented 3D Graphics Rendering Engine written in C++, which can be utilized to create a variety of 3D applications and is commonly used in game creation, can help you to do so!

OGRE 3D 1.7 Beginner's Guide, based on the latest version 1.7, makes it super easy for you to make your own monsters, spaceship shooters, weapons, enemies, and more!

OGRE 3D 1.7 Beginner's Guide will teach you to develop 3D applications that are exciting and interesting and if used correctly can result in stunning games and simulations. You will start from the very beginning and then work your way up to complex scenes and stunning effects.

In this book you will start with how to download and configure OGRE 3D, then create your first example scene. With the help of this sample scene, you will be introduced to several related topics each of which will be explained through several other examples and by do-it-yourself tasks.

After each example there is a section that explains the theory behind the technique used for deeper understanding. You will also use what you learned in one example in another example and repeat each technique several times while learning new ones at the same time to strengthen the topics learned. Within no time you will master the art of game creation. Imagine how great you will feel when all your friends are playing the great-looking games you've created with OGRE 3D and this book.

A step-by-step guide for beginners, filled with examples and simple do-it-yourself exercises

What you will learn from this book :
  • Learn the basics of OGRE 3D
  • Understand the scene graph
  • Develop 3D scenes with OGRE 3D
  • Create complex scenes
  • Write your own shaders and add them to scenes
  • Add lights and shadows
  • Add compositors to 3D scene for post-processing effects
  • Learn more about user control and animation
  • Extend OGRE 3D with plugins
This book is an example-driven introduction to OGRE 3D. Each example shows some new features and you learn step-by-step to create complex scenes with different effects using OGRE 3D. After several examples discussing one topic there is a do-it-yourself part where you will be challenged to solve problems on your own.

Who this book is written for
If you have ever wanted to develop 3D applications with OGRE 3D, this example-driven book will enable you to do so. Understanding of C++ is needed to follow the examples in the book.

GDNet Staff Review:

Never thought there would be a time when a high-level game engine that's linked and scripted in C++ could be considered "old school", but Ogre 3D is pretty-much that. Game logic for 3D games seem to be less and less coded in a real programming-language-to-machine-code compiler in favor of very high-level programming systems where you're very much insulated from anything resembling a pointer or linking to a DLL.

But Ogre 3D is still there, and it certainly fills a game development niche. But it is something that can frighten away the beginners by its very nature. Which brings me to Ogre 3D 1.7 Beginner's Guide, which is a gentle (as gentle as C++ gets) introduction to building a game in Ogre 3D.

Despite being a more traditional "turn the page and type" tutorial than other recent books I've reviewed, it does manage to dodge some of my pet-peeves. For one, the tutorials in the book exist strictly to illustrate what you're learning. There's no complete game in this book, preferring to show off one technique after another on a rocky terrain and a tough-looking humanoid named "Sinbad". There's no 3D RPG at the end where Sinbad gets to kill fleets of zombies. And that means that the book suddenly doesn't lose focus about 2/3 of the way through so it can explain how to write settings to a file or build a cool 2D opening screen. The tutorials are all short and very well-focused on the material being presented.

I do have a couple of beefs with Ogre 3D 1.7 Beginner's Guide, but neither are the author's fault. One is the book's price. I do realize that Packt Publishing is a small operation, but $45 (Amazon price) for a 270-page tutorial is a bit steep. Although kudos for Packt for actually grokking the ebook model. If you go to the Packt website, you can get the book for about the same price as Amazon, but that price includes the ebook version. Or you can get just the electronic book for a pretty substantial discount.

Next is in the use of color. While I've seen color used to distraction in some recent books, there were a couple of spots in Ogre 3D 1.7 Beginner's Guide where it would've been helpful. I'll never dock a book for having black-n-white code listings, but some of the screenshots of renders needed color to better illustrate what the code was doing. Even a couple of color-pages in the middle would have improved things.

But the value of a book cannot be determined by the price divided by the number of the pages. If you're ramping up for a game project and Ogre 3D looks like your means to that end, a tutorial book that can prune a few days off the schedule will pay for itself. And Ogre 3D 1.7 Beginner's Guide can certainly do that.

Buy it now:



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This book covers subjects the wiki tutorial don't, in the sense that this book is well explained and cover basic but essential subjects very nicely.

I agree that this book needs a 2nd edition, at least to talk a little about SceneQueries and other "Now you know that you can also try this". most people who buy this game wants to do more that just do 3D stuff, they also are a lot of rather basic and common stuff to talk about.