Programming Role Playing Games with DirectX w/CD (The Premier Press Game Development Series)
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Programming Role Playing Games with DirectX w/CD (The Premier Press Game Development Series)

Programming Role Playing Games with DirectX w/CD (The Premier Press Game Development Series)

How many times have you spent numerous hours completely absorbed in conquering the most recent role-playing game? Want to knowledge the thrill of creating your own captivating role-playing game? This book is your guide to carrying out just that. Covering each

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Cost: $ 89.99

3 Responses to “Programming Role Playing Games with DirectX w/CD (The Premier Press Game Development Series)”

  • Mark A. Drake:
    38 of 41 people found the following review helpful:
    5.0 out of 5 stars
    Great book for all game programmers., March 25, 2002
    By 
    Mark A. Drake
    (REAL NAME)
      

    This review is from: Programming Role Playing Games with DirectX w/CD (The Premier Press Game Development Series) (Paperback)

    This is a great book for anybody thinking about programming RPGs… And even if your not going to I would at least try to take a peak at the book and think about buying it.

    First off the book assumes that the reader has a through knowledge of C programming and that you have some experience with coding. And has, like the rest of the series, quite a few pages devoted to C++… (The best thing with this book is you actually make a rpg game following the book and it’s practices!)

    The first part of the book covers what is role-playing, desiging role-playing games and some basic story-telling. The Jim covers basic programming with C++ as well as some engine architecture that is different from most other books – ex. Tricks from the Windows Game Programming Gurus. It introduces concepts like state managers, process managers and data packages – some great stuff for programming big games. The third part covers basic DirectGraphics concepts (“a whirlwind tour”, according to the author). The code does the job really well and the concepts are well-explained.

    After that the book covers information about DirectInput and DirectSound, the chapter on DirectInput includes information on programming joysticks, and other information in the book includes: wrappers for Direct3D, DirectSound and DirectInput, and followed by that, octrees and quadtrees, 2d tile engines, mixed 2d/3d engine, collison detection and so on.

    The only problem I see is some of the real super newbies will see the book go at a fast rate… It has great explainations but he does move fast. And the author likes to leave out the obvious – so you have to pay attention in the beggining or you’ll be turning pages back into the book to see whats up.

    Basicaly, pick up this book if you are starting DirectX, pick up the book if you plan on crreating RPG games. The book is great, you’ll have a working RPG game after going through the book, you will learn alot about DirectX and storytelling at that! 5 Stars.

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  • dracoon@freemail.hu:
    30 of 34 people found the following review helpful:
    5.0 out of 5 stars
    Awesome book, December 22, 2002
    By 
    dracoon@freemail.hu (Europe) –
    This review is from: Programming Role Playing Games with DirectX w/CD (The Premier Press Game Development Series) (Paperback)

    I don’t have many books about programming, but this one is awesome. You’ve got whirlwind tour to all aspect of directx before learning about rpgs. This book is a good one to start learning directx. Buy it!

    Here is the TOC:
    Chapter 1 – A World of Role-Playing
    Chapter 2 – Exploring RPG Design Elements
    Chapter 3 – Story-Writing Essentials
    Chapter 4 – Starting with C++
    Chapter 5 – Programming with Windows and Application Basics
    Chapter 6 – Drawing with DirectX Graphics
    Chapter 7 – Interacting with DirectInput
    Chapter 8 – Playing Sound with DirectX Audio
    Chapter 9 – Networking with DirectPlay
    Chapter 10 – Creating the Game Core
    Chapter 11 – Using 2-D Graphics
    Chapter 12 – Creating 3-D Graphics Engines
    Chapter 13 – Mixing 2-D and 3-D Graphics Engines
    Chapter 14 – Implementing Scripts
    Chapter 15 – Defining and Using Objects
    Chapter 16 – Controlling Players and Characters
    Chapter 17 – Working with Maps and Levels
    Chapter 18 – Creating Combat Sequences

    Chapter 19 – Getting Online with Multiplayer Gaming
    Chapter 20 – Putting Together a Full Game
    Chapter 21 – Marketing and Publishing your Game

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  • John:
    13 of 13 people found the following review helpful:
    5.0 out of 5 stars
    The best book I’ve found on this topic by far, July 28, 2004
    By 
    John
    This review is from: Programming Role Playing Games with DirectX w/CD (The Premier Press Game Development Series) (Paperback)

    I had a specific objective in mind when I bought this book. I’m in the process of writing a hobby level multi-user RPG for me and maybe up to a hundred or so other players (not many hundreds or thousands). I have a solid background in C++, less so in DirectX.

    I’ve bought many books on game programing to help me with this process and to my surprise I’ve found this one simply amazing while most of the others I’ve found to be little more than expensive doorstops. :)

    Like all the books of this nature, I read it in very much a “pick and choose” manner, focussing on chapters I liked and extracted code from the CD for places where it helped me. I found the material covered and, more importantly, the code representation of that material to be extremely helpful in my coding process.

    I believe the tips and code the book provides (which all compile and provide very reasonable and practical applications for the ideas demonstrated) saved me (literally) hundreds of hours of research (not to mention trial and error) finding methods that work and work well and covered all of the core componenets I would want in a role-playing game. It covered multi-player over the internet, 2d and 3d rendering in directX, how to construct combat, spells, chat, and inventory systems and a variety of other items.

    Naturally, I had to do a lot of customization to make the game do what I wanted it to do and I had to merge several of the ideas discussed into my own framework (for example the multi player network section is covered more or less stand alone where clearly other parts of the book need to be integrated with it to form a real game), but the result is I have a basic game up and running in a fraction of the time it would have otherwise taken, which no other book has ever really brought me.

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