AdvancED Flash Interface Design (Advanced Design)
Average customer rating: 4 out of 5 stars
  • A good book, a bit theorical a bit technical...
  • Great book for designers/developers
  • I bought it and finally i was enlightened.
  • Broad Yet Applicable
  • Very Interesting Book
AdvancED Flash Interface Design (Advanced Design)
Guido Rosso , Michael Kemper , and Brian Monnone
Manufacturer: friends of ED
ProductGroup: Book
Binding: Paperback

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ASIN: 1590595556

Book Description

As a competent Flash designer, youre probably comfortable with all of the basics that Flash has to offer. However, youve probably looked at some of the amazing Flash sites on the web and thought, "How'd they do that?" Well, youll find out in this book. Flash allows users to create some amazing interactive interfaces to interact with Rich Internet Applications, eLearning systems, and simple web sites. In this book, two of the most talented Flash designers in the world will show you how to use them effectively to create breathtaking visuals for your Flash web sites. You'll also learn how to take advantage of Flash's powerful built-in vector-based drawing tools. The authors discuss general background theory, such as site planning, color theory, and Information architecture. They reveal techniques using gradents, layers, lighting and shadowing, 3D objects, animation, and photo editing. Techniques are illustrated and the book concludes with a discussion of usability and final tweaks. There is also a tutorial on testing your work, and exporting and finally publishing it. Summary of contents:

Customer Reviews:

3 out of 5 stars A good book, a bit theorical a bit technical..........2006-11-10

Sorry but i'm writing in Italian:
Il libro non è male, focalizzato soprattutto sul disegno dell'interfaccia e tecniche per il passaggio da Illustrator a Flash. Non si capisce molto bene se è un libro teorico o tecnico, dato che tocca entrambi gli aspetti senza però approfondire abbastanza nessuno dei due. Molto interessanti le prime sezioni e la parte su Flash Video, mentre c'è qualche parte che di Advanced non ha nulla (esempio: la parte in cui ti spiega come usare la Penna di Illustrator...e le parti di ActionScript sono poche e veramente a Level Begginer)
Vale comunque il suo prezzo

4 out of 5 stars Great book for designers/developers.......2006-07-07

When i first got this book, I didn't really know what to expect. I didn't know if it was going to be a design book or an animation book for interfaces. I guess what I eventually ended up getting was a little bit of both.

The early chapters of the book are definitely not "AdvancED", but give some good insight on some topics that are normally overlooked. The one problem with this book is that it was trying to fit information about a lot of combined programs, such as Final Cut Pro, After Effects, Photoshop, Illustrator, and Flash. However, this HAS to be done because of the way Flash interfaces are designed these days, so as a downfall it can be excused because sometimes it is unavoidable (and sometimes very handy) to know how to use all those programs.

There is a chapter on colors which is great, but the end of the chapter (page 56) talks about the Color class. The Color class is deprecated as of Flash 8 and I wish they would have went more in depth on using the new classes in 8, such as ColorTransform and the likes.

Now that we've got the negatives out of the way, it's time to cover all the very formidable positives that this book has to offer. It has great explanations in every chapter of how to deal with good user experience and interface design. It's obvious that the authors (award winners in this subject) know what they are talking about. For instance, on a personal level, I hate bringing in graphics into Flash from Illustrator and seeing all the miscellaneous graphic symbols that it makes while importing. Some people don't clean this up in the library and it's VERY frustrating to see all those symbols and have to go in and clean them up. These guys stress highly the importance of a clean library and have a great section in chapter 7 that shows how to clean these graphics up. I can't tell you how many times I'd wished that people who work with me could make nice, clean libraries before they hand files over to me, but sometimes thats too much to ask for.

There is a chapter that makes mention of video and the best part about this chapter, after having recently made a project for AT&T that used Flash video, is the fact that it makes mention of the Flash 8 Video Encoder that comes bundled with Flash 8 Professional. It's a stand alone application and nobody in my office actually knew what it was or how to use it (which for a large company such as I work for could be a bit mind boggling). They take you through the encoder and show you example usage, which is VERY handy when working with encoding FLV files. This chapter also boasts a great explanation (which I actually wish I had read before looking like a fool in an initial project meeting) of the video playback options that Flash has to offer (Streaming, Progressive, and Embedded video).

The middle of the book has a great color pullout (it's not really a pullout, but ya know...) that demonstrates examples from the book and coincides with the color chapter (since obviously you want to see colors in a color chapter...). Chapter 9 is also an outstanding chapter which takes you from start to finish on how to design an interface in Photoshop (and 10 follows up with the proper way to import it into Flash so that you can work with those graphics). There is a section in this chapter titled "Moving from Photoshop to Flash" (pg. 232) which is a HUGE bonus. EVERYONE in the world who is a Flash designer/developer should convert graphics in the way that is described in this section. It saves a lot of time and headaches later on when you use the process outlined here.

Overall, the book was a treat. It started off a bit slow but definitely picked up a lot of momentum by the end. I'd definitely recommend it to someone who normally takes graphics from programs such as Illustrator or Photoshop and brings them into Flash. Conversely, I'd recommend it to designers who design for Flash developers as there is a lot of good information to learn from here.

5 out of 5 stars I bought it and finally i was enlightened........2006-06-10

I may be exagerating, but from the moment i bought this book i realized that the "advanced" part was easy for everyone to follow and put into good use.

I'm no big graphic designer nor a person usually capable of reading complicated books, and i usually get bored after the first few chapters. but this book is written differently, it's as clear and straight forward as if someone was actually there explaining to you how to drastically improve your basic flash techniques and give you that extra something to really make a site worth seeing.

it's as if the authors were giving away all their deepest secrets and techniques while writing this book. and on top of that, i have to repeat myself, it's as simple as reading a fairy tale and again learning comes almost naturally.

i suggest you try out this book just after you have understood how flash works, no matter if you're a flash guru or someone that builds sites just for a hobby, it takes no skill at all to learn it, a little time to read it, and just a few moments to impress everyone with your new web designing skills.

there are few books around like this, and it would be a real shame to buy complicated foggy and extra long books when you have a designer bible right here.

5 out of 5 stars Broad Yet Applicable.......2006-06-01

AdvancED Flash Interface Design is the latest installment from Friends of ED. Incidentally, while reading an interview with Chris Mills, I recently learned that the ED in the title is capitalized for a reason. "Friends of Every Designer" is what the company name stands for. Read blogs folks, you'll have many serendipitous moments. Anyway, this book was very practical, filled with an enormous amount of information, all of which is very applicable on a day to day basis. This quote from Chris' blog sums it up quite nicely...

"You know those tech books you read and go 'yeah, this is all well and good, but would I ever REALLY do any of this in my work?' Well, this book isn't like that - it's nothing but real-world Flash design teachings for those of you who have already got past the basics, but want to take your work further, with creative, inspirational techniques."

Since my official job description is Web User Interface Designer / Developer, I figured it would be right up my alley. I chimed in with a comment on his blog post regarding this book, and he was nice enough to send me a review copy. It was written by a trio of talented Flash guys: Michael Kemper, Guido Rosso and Brian Monnone. What I like is that while this series is geared towards Flash, it covers fundamentals that are essential to any sort of visual or graphic design.

Like any book, it starts with an overview of the topic, pointing out some of the benefits of Flash, while also acknowledging a few of its drawbacks. They are quick to point out that long loading times and inaccessible content are a stigma which Flash is helping to overcome. Loading times can be avoided through smart planning of content (ala Ajax, loading things as needed) and Flash can actually be used to add sub-titles to video and such.

Chapters two through five focus on user experience, color theory, interface design and vector drawing. The content therein could be used for a design class as a textbook. Seriously, it's that good. Also, I like the way the book is planned out. Most of it is black and white, with figures that are contained in a color section. This is a great compromise between keeping printing costs low, while not missing out on some design nuance, because there are color pages too.

Chapters six and seven delve more into the Flash interface itself, covering advanced uses of the timeline and layers, and showing how to use Flash for vector drawing. In the past, these tools were considered to be sub-par, but as of version 8 it has really come into its own for creating non-destructive effects. These same effects can also be manipulated, created and removed with ActionScript. It should be noted that there is also a fair bit of Adobe Illustrator and Photoshop techniques covered, throughout the entirety of the book.

Chapter 8 was a departure into the realm of video, talking about the various codecs that can be used. It also showed how to do green screen effects with Apple Final Cut Pro. Once you have isolated the video clips you want to make use of, they can then be taken into the Flash environment for seamless integration with your site's interface. Think of Adobe's own site, which has many full-motion video narrators who walk you through their varying content.

While Flash's forte is vectors, occasionally you will find yourself needing pixel-precision. Chapters 9 and 10 are about achieving this with Photoshop, and how to make raster (bitmap) images with the smallest footprints. This is usually done by exporting PNG files with the correct amount of compression and opacity. One of the nice things about Flash is that IE6 has no problem rendering PNG opacity when used in conjunction with Flash. Many of you CSS guys will know what a headache this is to do otherwise, using inelegant GIF files.

The last few chapters cover creating animated effects, Flash textures, and finishing off a site. They cover some nice tweening and transformation effects, and also show how to make water textures with distortion filters and a background image. If you've seen water in games like Unreal Tournament, you will know what I'm talking about. The final chapter covers attention to detail that will make the difference between good work and great work. It teaches how to sweat the small stuff, without being too much of a perfectionist.

My one and only complaint is that this book focused so heavily on Illustrator, when Fireworks is perhaps a more seamlessly integrated tool, and many people who have purchased Studio 8 for Flash and Dreamweaver already have it bundled. Nevertheless, many of the concepts carry over to whatever graphics program you prefer. All in all, this is a very strong title and a must-have for those who do a lot of cross-disciplinary work or just want to branch out into another aspect of web design. I like to think of Flash as SWAT - You don't call `em in for just anything, but it's great when you really need high impact.

4 out of 5 stars Very Interesting Book.......2006-05-26

There are plenty of Flash books out there to show you how to work with XML, scripting complex animations, learning Object-Oriented techniques, using components, etc. but there are only a few that deal with interface design.

This book deals with design in a very cool way - walking you through color theory, some mild 3D, shooting and using video, lots of photoshop design techniques, general rules of thumb for good UI and design, etc.

The book really deals with visuals over code, so this is perfect for those who don't need to be burdened with lots of coding to get the results they want.

I've been designing interfaces, sites, applications, etc. for quiet some time, and I was able to refresh some of my own thinking by reading through each chapter.

A chapter called "Flash Textures" dives into BitmapData in a nice way, I wish that chapter would have been a bit longer. Its one of the new things in Flash 8 that isn't always easy to get one's head around, especially when it comes to different kinds of animation one would like to generate with it.

I might have my own techniques to get things done, and the book doesn't present material in a way to make me feel like if its not done per the book, it's incorrect thinking. Its very open in that way which I like (not preachy).

This is the first FriendsofED book I've seen with a color section - and its wonderful :) I can easily see another book coming out of this from different designers... something like Flash Interface Design 2.

In all, a very solid book thats nice to look at and isn't heavy on code. The Photoshop techniques are useful for those who may be a little new to using it for anything other than photo retouch, etc. I like this book a lot, and I'll keep it in the side pile of books on my desk (if a book ends up in my bookcase, it means I won't use it). I like this one.
Game Development Essentials: Game Interface Design
Average customer rating: 3.5 out of 5 stars
  • Very good resource
  • Light introduction, nothing of real substance
  • Great basic game design interface info
  • If you like interface design, this book is great.
  • Appalling
Game Development Essentials: Game Interface Design
Kevin Saunders , and Jeannie Novak
Manufacturer: Cengage Delmar Learning
ProductGroup: Book
Binding: Paperback

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ASIN: 1418016209

Book Description

As an introduction to the complex topic of user interface design, this in-depth book discusses player interface design conventions and looks at the effects of platform, genre, and design goals related to electronic games. Readers will explore everything from the history of game interface design and basic design theories to practical strategies for creating a winning, interactive interface. A host of professional applications, revealing insights, and illuminating anecdotes from dozens of pioneering game designers will inspire readers to explore this fascinating aspect of the electronic games industry.

Customer Reviews:

5 out of 5 stars Very good resource.......2007-08-03

This is an excellent book. For those of us one and two-man programming operations as hobbyist programmers, we don't always have the artistic skill or aesthetic intuition to just whip up a GUI. This book explains concepts behind an interface SPECIFICALLY FOR GAMES. THIS is what I found awesome. All the books and articles I've looked up have been for interface design FOR WEBSITES, or stupid, dry, tasteless business-app type programs. This book focuses on game interface design ONLY.

It cites examples of interfaces in games you've played most likely, from the ancient consoles and computers of yesteryear (Atari 2600, colecovision, intellivision, commodore 64) to the more modern consoles (PS, Dreamcast, N64, PS2) and cites examples of what makes a good interface and a bad interface.

They make some good points too, such as interface design for the disabled. (This cool example they gave was for a healthbar that only changed color. What happens if the player was color blind? If the bar went from green to red, the color blind user would have nothing to gauge his health by; so they reccomended making the bar shorten, and/or change color.)

THERE IS NO SOURCE CODE. This book only focuses on concepts and design ideas. Its nice and abstract. It's made to push push push the ideas into your head, even if it is a bit repetitive.

Bottom line is, if you're already Joe Game Programmer for a big company, don't buy this book. Have your art department and UI design team make your game interface for you.

If you're like me, a hobbyist programmer of a small team with dreams of making it big someday, GRAB THIS BOOK. The more resources you can get, the better.

This book doesn't disappoint.

Get it.

Now.

1 out of 5 stars Light introduction, nothing of real substance.......2007-07-09

This book is written for people who have never played computer games, have no ideas what computer games are, and want to catch up with the rest of the world.

It contains no real substance and offers nothing in the way of real insights for people who are looking to learn more about game interface design.

Overall, quite disappointing.

5 out of 5 stars Great basic game design interface info.......2007-05-01

I found this book to be a great resource for anyone starting out in game design. It covers all the essentials, from the very first console games of the early 1980's to today's complex MMOG's. You're going to think differently about the basic interface elements you take for granted. I also enjoyed the comments from real people in the game industry. Great graphics, too! This is a great buy, whether it's for a class or just your own library.

5 out of 5 stars If you like interface design, this book is great........2007-03-21

I had to order this book for a class, but i do love the series anyway. The book is filled with comments and examples from professionals in the game industry as well as opinions from game design students (which aren't actually as informative or helpful at all. After a while you'll probably just skip over those as there are lots of them and they aren't too interesting) There are lots of pictures so you can see the different interfaces games have had over the years, and it's got current information as of today. There are sections about early games, but there are also sections about the "next gen" consoles, 360, ps3, and wii. If you're into interface design, it's a nice book.

1 out of 5 stars Appalling.......2007-03-14

I'm deeply disappointed. I've been working in the games industry for a few years now, so I've read quite a few books about game development and, I must say, this one takes the prize for worst book in the industry by a landslide. Absolutely awful.

The information contained in this book is irrelevant, aggravatingly repetitive, dead obvious and hardly pedagogic. The actual, useful information about user interface design in this book could easily fit in a napkin, so 271 pages of ranting, countless students' opinions and the history of consoles, hardware and whatnot feel like nothing more than fluffy fillers to a book that should have never been published due to lack of material.

CONCLUSION: If you're looking to learn anything about UI design, this book is most definitely not for you. If you're looking to be reminded about the most evident things common sense could possibly dictate, then by all means, go ahead and get it.
DirectX9 User Interfaces: Design and Implementation (Wordware Game Developer's Library)
Average customer rating: 3 out of 5 stars
  • Source Code too simple and of little value for a real game.
  • Originally very excited about the book
  • Dissapointing
  • Good job at teaching GUI, but code is bad
  • I really wanted this book
DirectX9 User Interfaces: Design and Implementation (Wordware Game Developer's Library)
Alan Thorn
Manufacturer: Wordware Publishing, Inc.
ProductGroup: Book
Binding: Paperback

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ASIN: 1556222491

Book Description

This unique book focuses on offering a comprehensive solution to sucessfully building a Direct X user interface library from the ground up for games and other multimedia software.

Customer Reviews:

3 out of 5 stars Source Code too simple and of little value for a real game........2007-06-09

This book is really out of date and is not the GUI toolkit I hoped it would be. I bought this book hoping that I would be able to copy and paste in the code into my project but that isn't going to happen. The code was rushed together and isn't very impressive. There's much more in the GUI sample that displays all the Directx ui widgets in the DirectX SDK.

2 out of 5 stars Originally very excited about the book.......2006-06-01

Many other reviews covered this but I will briefly restate what others have said.

PROS (not many)
- Easy reading book.
- Doesn't assume too much on the part of the reader. DirectX basics that are used was covered, etc.
- I don't agree with all of the control messaging system but the author's coverage/design is not too bad.

CONS
- As stated before, code in book does not match code on CD. Code on CD has some compilation issues that upon investigation are fairly straight forward to fix. Fixing requires knowledge beyond the basics of programming.
- The compiled executable examples, with very little happening on the screen, run very very poorly. I believe one of the basic issues with performance is with the overall design. That's a problem because then the book is pretty much useless. I suppose to be fair the writer might have been targeting a larger audience and not just gamers. WM_PAINT posted messages are done. That's slow. No respecting game engine will post paint messages, they will gain full control over rendering the window or full screen and "talk" directly to the Direct 3D device interface.
- (This one is personal) I do not like the coding style. Also, anytime a C++ programmer use "this->" the "this" pointer within the object itself doesn't fully understand that you don't need to fully qualify the pointer.

If you're looking for decent code with somewhat decent comments then save yourself some money and just download the DirectX SDK. In it, you will get many examples of UI things. Microsoft created a CustomUI application which runs very, very fast and handles GUI things very similarly to this book. But Microsoft's runs much faster. The problem with that is you won't find a very detailed writeup on "why" things are done the way they are. At least I haven't found it.



1 out of 5 stars Dissapointing.......2005-11-21

Being very favourable it could be called a code listing. But the code is incomplete, the naming of the variables and methods seem almost purposefully misleading and the actually logic in some of the code is just off.

Avoid.

3 out of 5 stars Good job at teaching GUI, but code is bad.......2005-07-10

First off, the book is good at learning how to design a GUI. It goes over all of the necessary information that will let you create a functional GUI.

However, there are problems with this book that others have stated. The code in the book and the code on the CD are VERY different. What you see in the book (screen shots of the examples) is not what you see on your screen when you run the code (the graphics used are very different too). This makes trying to learn some things very hard as you can't look at the code in the book and compare to it the code on the CD. If you have a question about how or why the code is doing something, a lot of the times, the answer is not in the book because the code is different.

There is also errors with the code on the CD. It compiles and runs, but the textures do not display correctly (they seem to have some wierd scaling going on). A 100x50 texture will not display as 100x50 on your screen using the code in the book, and there is no explaination in the book on how to draw the textures to their scale.

The best way to use this book is to use it as a guide to design your own GUI in your own graphics engine. Just using the UI code provided by the book is not something I would recommend.

1 out of 5 stars I really wanted this book.......2005-06-14

I read it once and i liked it a lot but then the second time i started Coding along the lines. And i am sorry that i have to say this but the code just doenst work the way its in the book.

The Code on the CD is a bit better but still there are things in that code that just wont let me compile it. I checked the Msdn and everything and its just not right.

I wish this book had a website with corrections because the book itself is good and thats what leads me to write this. I liked reading the book and wanted to program the stuff so bad and so i expected more from the code in it.


I hope this helps

Game Interface Design
Average customer rating: Not rated
    Game Interface Design
    Brent Fox
    Manufacturer: Course Technology PTR
    ProductGroup: Book
    Binding: Paperback

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    ASIN: 1592005934

    Book Description

    The interface is the heart and soul of a video game: it is the integral piece that allows a player to interact with the game. In order to create a great interface, you must carefully plan every detail. "Game Interface Design" helps you outline each step and define the goals for your interface. It covers the interface from the first image that appears onscreen to the information displayed during game-play. You'll cover basic design and art principles, explore the world of interface buttons as you learn how to create your own functioning button, and find out how to substitute images and icons for onscreen text. You'll also learn how to incorporate animation and use Flash to create an amazing, interactive interface. Along the way, you'll get a glimpse into the video game industry, including developer and publisher relationships, schedules, budget constraints, and politics of the industry.
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    • It depends on your definition of "real world"
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    • Cinema 4D 9.5 Excellent! well written, easy to follow.
    C4D 9.5: Real-World 3D Animation Production (Graphics Series)
    Larry Mitchell
    Manufacturer: Charles River Media
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    ASIN: 1584504374

    Book Description

    Cinema 4D 9.5: Real-World 3D Animation Production teaches how to produce commercial-quality 3D animation using Maxon's, powerful and affordable, Cinema 4D. Written for 3D animation professionals, hobbyists, and students, this practical, hands-on book uses real-world projects to teach the entire production process. Beginning with a review of how to model photorealistic objects, the book progresses through creating custom materials, cloth simulation, and character animation, to video game and simulation techniques. The book takes a software-integrated approach to 3D animation production with a focus on Cinema 4D and how to use it in concert with several other applications. This Cinema 4D-centric approach shows how real-world 3D animation production challenges can be met, not only with a great tool, but with a great tool box. Throughout the book, you'll learn a highly efficient workflow for creating 3D character animation with C4D. You'll learn various ways of producing motion graphics by integrating Adobe® Photoshop, and After Effects®, with C4D. You'll explore projects that use BodyPaint to extend your ability to create fantasy and control the realism of how image maps relate to their objects. And you'll use Right Hemisphere Deep Creator 2 and Code Gardener's XPort 1.3 to explore methods for animating video games and simulations. Some experience with 3D animation is assumed, but all levels of users will be challenged to expand their skills.

    Customer Reviews:

    4 out of 5 stars It depends on your definition of "real world".......2007-03-20

    Don't get this hoping to learn high quality character animation, but if you want to learn quick animation where time & budget is first concern then this good book. Contrary to what some have said its not all about 3rd party apps. He does cover modeling, Expresso scripting & dynamics - I believe Expresso comes with the basic CD4 and dynamics comes with the complete CD4. Even though the book is far from complete he does cover subjects no one else has the nerve to touch.

    3 out of 5 stars interesting anecdotes.......2006-11-03

    The book really should be called "how to cheat with animating C4d by buying lots of expensive addons". The tutorials are interesting, but what is missing is basic animating in C4D with the tools already available. For example, there is no section on animating facial expressions. That is so much used in games and movies that it's omission is curious. Many of the human animations are done with using the BodyStudio plugin to import animations done in Poser. Poser's animation tools are moderately good for things like walking, but lack the sophistication of tools available in C4D. If you like premade animations, his technique is good. There is no mention of the InterPoser plugin which is a stronger way of importing Poser objects in C4D.

    Also missing is any section of web based animation: rotating 3D objects in response to user input. But there is a section on modeling with IModeller 3D that really doesn't have anything to do with animation.

    This book would be useful to someone who already knows how to animate in C4D but wishes to understand various addins that are useful in importing Poser animations, making games, adding keyed video (like the section on Ultra), etc. So it really a book on how to cheat in C4D and save time by buying other programs.

    5 out of 5 stars Excellent learning source.......2006-05-27

    This was book was extremely helpful and easy to follow. It was used in class to help my students and they found the animation and dynamics information invaluable. I'm always impressed when someone can successfully communicate difficult technical information.

    5 out of 5 stars unleash the legend of creative animation.......2006-04-25

    After working with Maya for about 3yrs now I would say this book has opened up another way for me to look at animation. It should be about the creative side to get fantastic results not about computer programming (MEL). C4D helps you get great results in no time and my man Larry has demonstrated that very nicely. Maya is so completed and confusing that you really have to be way experience to get a good enough results. I would highly recommend this book to any beginner who is wants to Learn 3D animation (so those people like me out there get, grab this book and make your first big step into the animation world). Larry Mitchell awesome book, no doubt about it, experience users of Cinema 4D you just have to wait for next book perhaps!!

    5 out of 5 stars Cinema 4D 9.5 Excellent! well written, easy to follow........2006-04-25

    This book has provided me with a hands on guid that I have search for many years. I am new to animation, and I think Mr. Mitchell did a fantastic job of explaining and making his real world application easy to follow. This book has taught me more about professional animation than any other books in my library. To me the CD is an added bonus. I would highly recommend this book to any beginner who is trying Learn 3D animation production. The only negative thing I have to say is, why it took you so long to publish a book that gave someone like me the confidence in learning 3D animation. I was able to create my first animated characters by using this book, by adding this book to your library, you will be gaining a wealth of knowledge. By the way, when is your next book coming out? Simply, this book is GREAT.
    Graphics Programming with GDI+ & DirectX
    Average customer rating: 3 out of 5 stars
    • Excellent book for beginners and middle level programmers
    • Worst book I ever seen
    Graphics Programming with GDI+ & DirectX
    Alex Polyakov , and Vitaly Brusentsev
    Manufacturer: A-List Publishing
    ProductGroup: Book
    Binding: Paperback

    DirectXDirectX | Graphics & Multimedia | Programming | Computers & Internet | Subjects | Books
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    Similar Items:
    1. Graphics Programming with GDI+ (Microsoft .NET Development Series) Graphics Programming with GDI+ (Microsoft .NET Development Series)
    2. GDI+ Programming in C# and VB .NET GDI+ Programming in C# and VB .NET
    3. Pro .NET 2.0 Graphics Programming Pro .NET 2.0 Graphics Programming
    4. Pro .NET 2.0 Windows Forms and Custom Controls in C# Pro .NET 2.0 Windows Forms and Custom Controls in C#
    5. GDI+ Custom Controls with Visual C# 2005 GDI+ Custom Controls with Visual C# 2005

    ASIN: 1931769397

    Book Description

    Providing a look ahead at some of the most promising innovations in graphics technologies, this guide covers the GDI+ graphical library, the .NET Framework platform, C#, and the DirectX library. Theoretical aspects of graphics, algorithms for solving common problems, and examples of their practical implementation are covered. The support of popular graphic file formats, such as BMP, GIF, TIFF, JPEG, EXI, PNG, ICO, WMF, and EMF, as well as bitmap redrawing with the application of the external alpha channel are discussed. Resizing, stretching, distorting, and rotating bitmaps are addressed in detail, as is gradient filling and support for transparency.

    Customer Reviews:

    5 out of 5 stars Excellent book for beginners and middle level programmers.......2005-07-19

    My thinking is that this is a pretty good book on graphic programming.
    Two subject areas are distinguished in this book: the one addressing GDI+ utilization issues and the other describing DirectX usage. Generally speaking, these subjects are not tightly coupled, so it would have been better to have separate books on each graphic library (perhaps it might be already in authors' plans).

    The first part describing GDI+ utilization covers the following topics:
    Library review: class hierarchy, usage of GDI+ on various platforms, usage of GDI+ when programming on API-functions, etc;
    Vector graphic programming: brushes, feathers, etc, primitives, Bezier splines, use of metafiles, 3D-graphics (for example, for drawing of various surfaces);
    Raster graphic programming: loading and saving of images in various formats, transparency usage, image analysis with the use of histograms, diversified transformations (for example, brightness, contrast, blur and sharpness filters, trace contours and creation of effects like emboss, development of multithread applications with the MDI interface.

    The second part is running on DirectX, it describes both use of unmanaged code (I.e. C++ is utilized as a programming language) and managed one (C# is utilized). Examples show how DirectX initialization is performed, what is transformation matrix and how it is used, the ways to use primitives, vertex buffers, textures and meshes, how to use various effects (for example, fog) etc. Besides, several pages can be considered an introduction to pixel and vertex shaders.

    The appendix describes mathematical basics of spline building, plane and 3D transformations.
    A CD is provided with the book. The CD comprises source code of all programs and some test images utilized in the book.
    C# or C++ programming skills are required to understand the given examples.

    I believe this is an excellent book for beginners and middle level programmers, but it also covers some pro technique. I have learnt a lot of useful things from the book, for example, with minor modifications I used the method of brightness and contrast correction (explained in chapter 6) for automatic adjustment of quality of images from a video capture card, and use of noise reduction filter improves compression of video sequences via MPEG algorithms.

    No doubt the book is a good introduction to graphic programming on the .NET Framework and Windows platforms.

    I would recommend students and developers studying basics of graphic programming read this book. The book gives an insight into a wide range of issues related to the subject and in general helps to start implementing practical graphic programming tasks.

    Ralf Karlson, university lecturer.

    1 out of 5 stars Worst book I ever seen.......2005-06-15

    This book has eight chapters. 358 pages
    Chapter 1: Programming Tools
    Talked about GDI+ class Hierarchy and writes one program which displays "Welcome, GDI+!" and also talked about programming in C++ and C#.
    Chapter 2: Using GDI+ to construct vector Images. This has about 3 programs Clock and Bezier Curves. Clock looks beautiful, but rest of it garbage.
    Chapter 3: Working with output Devices and using Metafiles. There is nothing in this chapter which I conceder that I have learned something.
    Chapter 4: Implementing 3D Transformation using software: I was expecting the author will cover solid objects, but there are only wire frames objects and they are absolutely none impressive.
    Chapter 5: Operations with Bitmaps and Graphics in GDI+:
    Page 138 Fig 5.5 C# demonstration program. I have not seen such a worst program yet. Second program: Output of a bitmap with additional alpha overlay,
    Third program: Outputting inverse graphics using .NET (It did not work on my computer)
    Chapter 6: Viewing and editing bitmap images: Talk about brightness of an image and filters. And GDI+ is finished.
    Now Directx 2 chapters: They are not worth looking.

    Do not waste you money on this book.
    Persuasive Technology: First International Conference on Persuasive Technology for Human Well-Being, PERSUASIVE 2006, Eindhoven, The Netherlands, May 18-19, ... (Lecture Notes in Computer Science)
    Average customer rating: Not rated
      Persuasive Technology: First International Conference on Persuasive Technology for Human Well-Being, PERSUASIVE 2006, Eindhoven, The Netherlands, May 18-19, ... (Lecture Notes in Computer Science)

      Manufacturer: Springer
      ProductGroup: Book
      Binding: Paperback

      Website Architecture & UsabilityWebsite Architecture & Usability | Web Development | Computers & Internet | Subjects | Books
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      1. Persuasive Technology: Using Computers to Change What We Think and Do (Interactive Technologies) Persuasive Technology: Using Computers to Change What We Think and Do (Interactive Technologies)

      ASIN: 3540342915

      Book Description

      This book constitutes the refereed proceedings of the First International Conference on Persuasive Technology for human well-being, PERSUASIVE 2006, held in Eindhoven, The Netherlands, in May 2006.

      The 31 revised full papers presented together with 1 introductory paper were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections on psychological principles of persuasive technology, persuasive technology: theory and modelling, design, applications and evaluations, ethics of persuasive technology persuasive gerontechnology, and ambient intelligence and persuasive technology.

      Game Design: A Practical Approach (Game Development Series)
      Average customer rating: 4.5 out of 5 stars
      • Very good..and complete
      • Designers will find everything needed at all levels of the process, under one cover.
      • Moving a Game from Your Head to a Computer Screen
      Game Design: A Practical Approach (Game Development Series)
      Paul Schuytema
      Manufacturer: Charles River Media
      ProductGroup: Book
      Binding: Paperback

      Games & Strategy GuidesGames & Strategy Guides | Computers & Internet | Subjects | Books | Internet Games | Strategy Guides | Video Games
      Graphics & MultimediaGraphics & Multimedia | Programming | Computers & Internet | Subjects | Books | DirectX | Flash | GIS | General | OpenGL | Solid Works
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      Similar Items:
      1. Paid to Play: An Insider's Guide to Video Game Careers Paid to Play: An Insider's Guide to Video Game Careers
      2. Game Writing: Narrative Skills for Videogames (Charles River Media Game Development) Game Writing: Narrative Skills for Videogames (Charles River Media Game Development)
      3. The Ultimate Guide to Video Game Writing and Design The Ultimate Guide to Video Game Writing and Design
      4. Learn C++ By Making Games (Charles River Media Programming) Learn C++ By Making Games (Charles River Media Programming)
      5. 21st Century Game Design (Game Development Series) 21st Century Game Design (Game Development Series)

      ASIN: 1584504714

      Book Description

      Game Design: A Practical Approach is written for new game designers, practicing designers, and serious gamers wanting to create their own designs. Throughout the pages of this book, you'll find a complete and practical introduction to the craft of game design, starting at square one with an exploration of just what a game and game design are. From there you'll explore the skills you need to have as a game designer and learn when and how to use them. Then you'll dive into the very practical nuts and bolts of a number of vital game design topics, including how to balance gamplay? what is risk-reward? how do you scale challenge? And along the way, you'll learn the scripting language, Lua, and work with a sample game as you test and explore the game design concepts being discussed. The book is packed with the invaluable insights and tips you need to master the art of game design, including a variety of "from the trenches" sidebars by some of the industry's top game designers. So whether you're a new designer, experienced professional, or serious gamer, you'll find the tools and wisdom you need to succeed as a game designer.

      Customer Reviews:

      4 out of 5 stars Very good..and complete.......2006-11-10

      Gave me a head start on game design...I make cell phone games..Also goes into detail in concol and mmorpgs

      5 out of 5 stars Designers will find everything needed at all levels of the process, under one cover........2006-11-05

      Paul Schuytema's GAME DESIGN: A PRACTICAL APPROACH is for new game designers as well as serious gamers who want to create their own. From beginning concepts that build a foundation of routines and knowledge to more advanced documentation on delivery systems, application, and using enhanced shareware (included), designers will find everything needed at all levels of the process, under one cover.

      5 out of 5 stars Moving a Game from Your Head to a Computer Screen.......2006-08-16

      Computer games have changed dramatically over the past few years. Long gone are simple Pac-Man type games. Today's computer are vastly more powerful than the early PC's and competition has forced the gaming industry into every more sophisticated games. In addition to the powerful computers, extremely sophisticated software has come about to assist game development.

      As Mr, Schuytema says, however, the most powerful, the most important piece of software is your mind. The most powerful computers, the most sophisticated software don't have the crativity you have.

      All of the rest of this book then is on simply using the tools that are available to take your creativity and make it dance on the screen. It begins with the development of a plan. What is it that the game is supposed to do, what's the setting, the characters, what objects do these characters use: gun, bomb, chocolate bar?

      Then it goes into the tools that he recommends the starting designer to use, specifically the scripting language Lua. This is a simple to use, easy way to get started. You can certainly use it through the prototyping stage, at which time you may or may not need to go to something lower level like C++ or C.

      He develops a simple game through the book so that he can use Lua to illustrate what he is doing. A CD is included with the book that includes the game and a bunch of Lua software.
      Basic Adventure and Strategy Game Design for the Apple
      Average customer rating: 4 out of 5 stars
      • Great resource for BASIC programmers, Apple ][ or otherwise.
      Basic Adventure and Strategy Game Design for the Apple
      Jim Menick
      Manufacturer: Facts on File
      ProductGroup: Book
      Binding: Paperback

      GeneralGeneral | Puzzles & Games | Entertainment | Subjects | Books
      GeneralGeneral | Operating Systems | Computers & Internet | Subjects | Books
      GeneralGeneral | Sports | Subjects | Books
      ASIN: 0871960648

      Customer Reviews:

      4 out of 5 stars Great resource for BASIC programmers, Apple ][ or otherwise........1998-05-07

      Even if you're not an Apple ][ user, this book is a great way to learn how to program in BASIC. It walks you through programming two games, "Space Derelict" (a text adventure), and "Five-Card Draw" (a poker game). It also contains some good game-design tips and solid information. Definitely worth a read.
      Commodore 64 Advanced Game Design
      Average customer rating: Not rated
        Commodore 64 Advanced Game Design
        George A. Schwenk , and Nancy E. Schwenke
        Manufacturer: Tab Books
        ProductGroup: Book
        Binding: Paperback

        GeneralGeneral | Operating Systems | Computers & Internet | Subjects | Books
        ASIN: 0830619232

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        4. Big Book of Cartooning
        5. Blackwater: The Rise of the World's Most Powerful Mercenary Army
        6. Book of the Dead (Kay Scarpetta, No. 15)
        7. Bridge For Dummies (For Dummies (Sports & Hobbies))
        8. Bridging the Gap: College Reading (8th Edition)
        9. Call of Cthulhu (d20 Edition Horror Roleplaying, WotC)
        10. Chicken Soup for the Prisoner's Soul: 101 Stories to Open the Heart and Rekindle the Spirit of Hope, Healing and Forgiveness (Chicken Soup for the Soul)

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