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fatherjohn666

OGL game programming book

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fatherjohn666    122
Just want to say I have the biggest smile on my face now, here in aus, books ...good books that is....are hard to come by. I ordered my last book (windows game programming for dummies) from amazon because you just cant get it here. We got a borders store now in the city here in adelaide, which is kind of linked in with amazon. Cant wait to get home, start reading and cut sick!!! Anyones comments on the book? negative or positive CONSTRUCTIVE critisicm is welcome! man I am chuffed.... [edited by - fatherjohn666 on June 7, 2002 1:14:58 AM]

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fatherjohn666    122
sick man! contact me on icq!, we should collaborate ideas!

I had to order it from BORDERS, Rundle mall, near the balls, near harris scarf, near regent arcade, HUUUUGE computer section.

Has the other killer book - TIPS AND TRICKS OF THE WINDOWS PROGRAMMING GURUS....!!!!!

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Myopic Rhino    2317
quote:
Original post by fatherjohn666
Anyones comments on the book? negative or positive CONSTRUCTIVE critisicm is welcome!

I think it''s pretty good...


Dave "Myopic Rhino" Astle
Executive Producer and COO, GameDev.net
Game Programmer, Avalanche Software
Author, OpenGL Game Programming

"Leaking and bleeding... that''s what happens when you don''t relax"

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Wingman    167
Yes, generally it's good book, but some things should be done better.

I can't say anything else yet, 'cause I'm only at the Chapter7 at the moment.
Ok, I'm going to comment each Chapter which I read till now:

Chapter1 - VERY GOOD! It couldn't be done better!

Chapter2 - Again, superior! Nothing else to say...

Chapter3 - Hm, this could be done better. Math sohuld be explained more in detail (I'm 14 so I had little problems understanding all math - but matrices are easy ).
It would be better that explanation from Chapter3 would be in appropriate Chapter, not all in one. So the theory about texturing from Chapter3 should be in Chapter8 etc.

Chapter4 - Above average. But I would recommend newbies to read NeHe tutorials (2., 3., 4.) before reading this Chapter.

Chapter5 - Again, very good. Again, nothing to say...

Chapter6 - Hm, there are some mistakes and errors at the lighting explanation. But lighting itself is explained well, just order of explanation is not good.
Blending should be explained more in detail.
But overall, this Chapter is still pretty good.

Chapter7 - I'm still reading it



[edited by - Wingman on June 9, 2002 5:58:00 AM]

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It''s great except it spends too much time on non opengl-related stuff like the win32 api, directX audio, md2 model format etc...

actually I guess that can be good, depends how you see it, what it does do is show you how to make a first person shooter from beginning to end (kinda)

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crrrazydan    208
@Dave
Whoa! Its the freakin'' author! I have that book! (I''m new to GameDev.com, and usually I use 3D engines for 3D apps, just to let you know who I am )

lol, Anyways: How did the chapter Zip files that came with the book get messed up? I had to download them all. Was this the manufacturer''s fault?

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Gamer Tazar    122
Yah, this book *rules*. I really dont like learning from books and like online stuff, but this is an exception. And yes, i wish gl xs had source, its just so HOT . But I have fun playing 3D pong etc.. i tried out euphoria today,and its screwy
. Oh well. The book is good .

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LockePick    707
quote:
I think it''s pretty good...

Nah, it''s horrible Dave, an absolute wreck. Total waste of time and money
Hehe, just kidding... don''t ban me... please?

Good book, kind of skimmed a couple things I wished you hadn''t, but handy to have around.

------------
aud.vze.com - The Audacious Engine <-- It''s not much, yet. But it''s mine... my own... my preciousssss...
MSN: nmaster42@hotmail.com, AIM: LockePick42, ICQ: 74128155

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Erunama    168
Definitely a great book an well worth the money (even if it is around $60). I haven''t really had the opportunity to sit down with a compiler and try out the code, but I have been reading it and learning the theory. The window code and message handling stuff is a little complex at first, so you''ll just have to accept that it works and move on. Sometimes it seems like the book only gives the theory behind something, rather than an implementation (a couple of lines of code here for each GL function would have been nice). It seems like they go over all of the functions, but don''t actually use them until a big program that tosses them all together.

Dave: On a side note, have you ever tried compiling the book''s code in Dev-C++? It is a great little program that I just discovered (after getting fed up with my outdated MSVC++), but I hate trying to compile code that was designed in a MSVC environment, because there are usually numerous quirks. Perhaps you could write up a little OGL book code with Dev-C++ tutorial?

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Myopic Rhino    2317
quote:
Original post by LockePick
kind of skimmed a couple things I wished you hadn''t

Yeah... Kevin and I were honestly way too busy while we wrote the book. We were both in the last year of our BS degrees, he was playing baseball and I was working full time. We had to kind of rush things at the end, and it shows a bit. We''re both happy with what the book is, and I think it provides a good starting point, but there are a lot of things we could improve on... which I believe we are going to do
quote:
Original post by Erunama
Dave: On a side note, have you ever tried compiling the book''s code in Dev-C++? It is a great little program that I just discovered (after getting fed up with my outdated MSVC++), but I hate trying to compile code that was designed in a MSVC environment, because there are usually numerous quirks. Perhaps you could write up a little OGL book code with Dev-C++ tutorial?

I haven''t tried compiling the code with Dev-C++, but we actually considering using that as the "official" compiler for the book, since it''s free. I doubt you''d have much of a problem getting most of the code to work with any non-MSVC compiler, since I try to use standard C++ (I''ve done quite a bit of non-Windows development). In fact, a little while ago, someone e-mailed me to let me know they had ported the code from the book to work on OSX with very little effort.


Dave "Myopic Rhino" Astle
Executive Producer and COO, GameDev.net
Game Programmer, Avalanche Software
Author, OpenGL Game Programming

"Leaking and bleeding... that''s what happens when you don''t relax"

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