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Anyone want to swap books (UK)

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I have "special effects game programming with DX 8.1", it''sgood but not quite what I want. It covers all the topics in DX, then specialises on D3D to talk about many different effects such as fire, water, explosions, particle systems etc. However I find I prefer to work out my own effects and would prefer a whole book on dX, not a reference but almost, that covers all the different options and gives examples. What are the best books like that for Dx8/8.1? Cheers
Read about my game, project #1
John 3:16

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As I tell everyone asking this question:

1) Read about, and experiemnt with the SDK examples.
2) Read articles posted on gamedev, and gamasutra.
3) Ask questions in this forum, and the msdn forum.
4) The best beginner's book (in my opinion) is, "Programming Role-Playing Games with DirectX" by Jim Adams
5) The best intermediate book (again, in my opinion) is, "Real-Time Rendering Tricks and Techniques in DirectX" by Kelly Dempski / CrazedGenious

Also, as far as your "Project #1" goes, the best advice I could give you is to create a tech, and design doc. I know it may seem illogical, but creating a commercial game isn't as trivial as your website makes it out to be. In order to have even a slight chance in the industry, one must organize the project extensively. Saying things like "The game is at the moment destined to be some kind of outdoor 3D racing game" clearly shows that you really don't know what you're up against. I recommend you read through the post mortems in the "Articles & Resources" section of this site. You might also want to read up on how to work on a team-based project.

[edited by - hello2k1 on July 25, 2002 10:14:23 PM]

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quote:
"Real-Time Rendering Tricks and Techniques in DirectX" by Andre LaMothe


How could you offend some1 like that? Andre LaMothe is the series editor. Kelly Dempski / CrazedGenious wrote it. Lol, oh well. prob an honest mistake :-)

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Come join us on IRC in #directxdev @ irc.afternet.org

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The fact that I don''t exactly know how the game will turn out is honesty. Deciding every little detail before the graphics engine is built is just dumb - at the very least I may come up with a better game using the same terain system, which crucially is quicker to write. Speed is of the essence; until I write the game itself I don''t know what will be easy and what won''t. For that reason the game is deliberately left very open.
I know exactly what I''m up against - lots and lots of hard work
The book thing - the sdk and articles are all very well, but I can''t be the only one who finds it easier to read books and have everything in one place. And the sdk docs don''t have everything, or for most of it you wade through code with minimal commenting - not my idea of fun at all.



Read about my game, project #1



John 3:16

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Errm, you can''t get it more in one place than the SDK. The SDK covers absolutely every interface and function and explains parameters and usage very well. For a reference, it doesn''t get any better. Just looking at the samples won''t really help you anyway.

- hillip@xenoage.de''>JQ
Full Speed Games. Period.

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