Average customer rating:
- A Very Helpful Book
- Haven't Used it just yet...
- If you want to know how to make a MOD or GAME... Get This...
- Very good book
- Top Notch Book!
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Mastering Unreal Technology: The Art of Level Design
Jason Busby ,
Zak Parrish , and
Joel VanEenwyk
Manufacturer: Sams
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The Game Artist's Guide to Maya
ASIN: 0672326922 |
Book Description
Let your imagination run wild in the world of Unreal Technology. Mastering Unreal Technology: The Art of Level Design knows no boundaries as it shows you how to build custom mods, maps and levels with the Unreal engine. Its tutorial format will give you immediate results through the tips and demos provided from the industry's top level designers. Learn to create your own characters, weapons and gaming environments, as well as how to go beyond the Unreal environment and export custom elements from 3D modeling applications. A CD that contains the Unreal Engine, graphics, examples and code is also included, giving you everything you need to create custom levels in Unreal or build your own games and virtual environments. Mastering Unreal Technology will help put you on the cutting-edge of gaming technology.
Customer Reviews:
A Very Helpful Book.......2007-09-21
I am a Game Art Development student, and this book has been indespensible in aiding in my understanding of the Unreal Editor. Without this book, I'm sure that it would've taken me waaaaayyy longer to get things done than the limited time that I had. Even though the book is more expensive than the game itself, it is a must have for any aspiring modder or game creator.
Haven't Used it just yet..........2007-08-04
I just bought this book, and although It seems like it's going to be great, my major problem is finding either Maya PLE 5.0's registration number, or Maya 7.0 PLE and its registration number.
the Autodesk site only has Maya PLE 8.5 to download and there are only plug-ins for Unreal for Maya 5.0 PLE and Maya 7.0 PLE (note: there is no version for the regular Maya)
So it kind of leaves you stuck with nothing to use. There is also nothing on the net about it either.
If you want to know how to make a MOD or GAME... Get This..........2007-05-12
Wow, it Big, It heavy and yes my Friends it is a red Brick, But it well worth ever cent and every page. Packed full of Useful Information and Helpful Tutorials it writen with the Lamen in mind. and take you into the Skills needed to make almost a full game. The one thing it lacks is the swcripting language section. But this is forgivable as it would make the book way bigger and much more complex to read if you a new guy trying to make a few little Deathmatch levels.
Very good book.......2007-04-10
This book is very complete and very easy to follow. Get the videos from 3dbuzz and the planetunreal tutorials and you'll be making great levels in no time.
Also great is the coverage static meshes and character production in maya and export to unrealed.
Top Notch Book!.......2007-03-09
Anyone who wants to learn how to use the Unreal Engine should buy this bible, yes it is a bible, because without this book you would be lost, the second cd to the Unreal game which is all videos really isn't enough, this book will cover everything about the Unreal!
Definitely a good buy!
Book Description
Let this in-depth professional book be your guide to Blender, the powerful open-source 3D modeling and animation software that will bring your ideas to life. Using clear step-by-step instruction and pages of real-world examples, expert animator Tony Mullen walks you through the complexities of modeling and animating, with a special focus on characters. From Blender basics to creating facial expressions and emotion to rendering, you’ll jump right into the process and learn valuable techniques that will transform your movies.
Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
Customer Reviews:
Excellent!.......2007-08-25
If you are new to Blender and 3d animation, this book will help you to "open your mind to the possibilities". You will learn to build and animate your own character step by step. Easy to follow and very well explained. The included DVD has a lot of animation samples and source files used in the book. Go for it!
Great Blender Intro and Character Design.......2007-08-17
Of all the books I've read on 3D, this is the first that actually has been useful and direct to me. I have been using Blender 3D for a year now, but I found that there was alot of cool features that I missed that I then learned from this book.
Besides a great introduction, this book flows smoothly with the creation of a face from only a reference photo (with all the intermediate steps to get there), and then the rest of the book is showing how to build a a fully rigged (ready for animation) character from scratch. I am so amazed with this book.
This is a definitely a worthwhile book. I teach Blender 3D for a organization at Texas A&M University, and I suggest this to them all.
Animation Motivated Novices .......2007-08-13
Great book for the Blender Project. The intro says it all, for Blender Pros and highly motivated novices. Great tutorial and all the pieces included on CD.
excellent deal.......2007-06-13
This product arrived around a month from the day the purchase was made. the product arrived in excellent conditions, And I also found it{s cheaper than in other websites.
Exactly what I needed........2007-06-01
I've been learning Blender for a while now, piecing it together from stray tutorials and such, but with this very affordable book, I've found exactly what I needed. I already knew a lot of what the book covers, but it helped fill in some gaps that most online tutorials take for granted, and gave me a whole, more complete view of how to go about my business with Blender. I would definately buy another book from this author.
Average customer rating:
- iMovie 6 & iDVD: The missing Manual
- Great Step by Step Guide
- This book saved my life... in a roundabout way
- One of the best "how to" manuals I've bought
- Quite simply-THE BEST
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iMovie 6 & iDVD: The Missing Manual
David Pogue
Manufacturer: O'Reilly Media, Inc.
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ASIN: 0596527268 |
Book Description
While the last version of iMovie gave moviemakers the ability to capture and edit widescreen High Definition Video (HDV) from the new generation of camcorders, iMovie 6 is all about the ease of moviemaking itself. iMovie 6 includes five professionally designed themes with backgrounds, motion graphics, titles, and effects that act as building blocks for your projects. You can preview transitions and stunning new video effects--such as time-lapse video--in real time using the full screen. Or edit audio and add sound effects with a new built-in sound studio. For presenting your movie, Magic iDVD offers easy-to-use themes, including new widescreen options.
Whether you're a professional or an amateur moviemaker, this is amazing stuff. But if you want to learn the full capabilities of these applications, Apple documentation won't make the cut. Instead, iMovie 6 & iDVD: The Missing Manual is the ideal third-party authority that covers all of these changes through an objective lens. This witty and entertaining guide from celebrated author David Pogue details every step of iMovie 6 and iDVD production. The book shows you how to:
- Work on multiple iMovie projects at once and drag & drop clips among them
- Output your creation to a blog, its own web page, or as a video podcast with iWeb
- Use "Magic iMovie" to import your video and make a movie for you
- Integrate with other iLife programs to use songs, photos, and an original soundtrack
- And a whole lot more
From choosing and using a digital camcorder to burning the finished work onto DVDs, posting it online, or downloading it to an iPod, iMovie 6 & iDVD: The Missing Manual zooms right in on the details in a clear, concise, and understandable manner. The book also provides a firm grounding in basic film technique so that the quality of your video won't rely entirely on magic.
Customer Reviews:
iMovie 6 & iDVD: The missing Manual.......2007-10-03
Having Missing Manuals 3 to 5 It is again most difficult to find what's new in Apples Version 6 amongst all the older information contained in the previously published "Manuals". If one was purchasing it for the first time it does a reasonable job.
Great Step by Step Guide.......2007-06-27
This book is a thoroughly attentive-to-detail manual that is true to it's name/concept: The manual that *should* have come in the box! It clearly walks you through every step, big and small as well as including sections on how to improve your filming, editing, and a concise Quicktime how-to.
I recommend reading the entire book before starting an iMovie/iDVD project but if you just can't wait (I couldn't-- I read as I went), I recommend reading Appendix B (pg. 461) which is "Troubleshooting" early on . It includes *many* crucial tips from being sure to format your external HD to Mac OS Extended (if saving on an ext. HD) to switching the factory-setting 12-bit audio on your digital video camera to 16-bit to common 'glitches' while importing, working with or exporting footage.
The other great benefit of this book is it explains the various little 'tricks' for more complicated tasks or for things that are hinky and need a little fiddling to work. One ex.: You use the new iMovie 6 themes w/in iMovie (Pass Through, especially, is slick/professional-looking!) and are trying to use a *trimmed* clip w/in the theme. iMovie doesn't understand starting it where you trimmed because it keeps the trimmed portion of the clip hidden but still there so the undesirable portion of your clip is shown in the intro theme instead. This book explains in detail how to save it to Quicktime and re-import the new *permanently* trimmed clip to use w/ no problems in your themed intro!
This book also spells out the key differences in iMovie 6 vs. previous versions. I HIGHLY recommend this book if you are looking to edit home movie footage (or other) using iMovie (& iDVD) and don't have your own personal Mac Genius in your household. :-)
This book saved my life... in a roundabout way.......2007-05-14
I recently purchased a Mac and edited my first film - a short documentary - on iMovie.
I had never used iMovie before and a good friend recommended this book and I couldn't have been more pleased. I haven't encountered a problem yet that this book hasn't addressed.
Well-written, simple and practical.
A great resource. Worth your time and money.
One of the best "how to" manuals I've bought.......2007-04-19
I have to admit that I was skeptical when I saw that this was a textbook for an introductory filmmaking class but it's an awesome book. It strikes just the right tone and is basically a short course in filming, editing and distributing (dvd, web, email) movies. Well done.
Quite simply-THE BEST.......2007-04-03
Simple and darn articulate. Im not a tech person in any sense of the way, Mr Pogue has outdone himself. He indeed has made understanding imovie very simple. Highly recommended if you are just starting out or if you wish to brush up on the latest version of Imovie
Book Description
Learn how AI experts create intelligent game objects and characters with this first volume in the AI Game Programming Wisdom series. This unique collection of articles gives programmers and developers access to the insights and wisdom of over thirty AI pros. Each article delves deep into key AI game programming issues and provides insightful new ideas and techniques that can be easily integrated into your own games. Everything from general AI architectures, rule based systems, level-of-detail AI, scripting language issues, to expert systems, fuzzy logic, neural networks, and genetic algorithms are thoroughly covered. If you're a game programmer (AI/logic, front-end, user interface, tools, graphics, etc.) this comprehensive resource will help you take your skills and knowledge to the next level.
Customer Reviews:
A plethora of information.......2004-06-06
Confused about AI? Get this book! This is a nicely bound reference library with a large variety of techniques and algorithms.
You'll get to read articles written by some of the industries' brightest talent. I keep it next to my desk at all times.
Lots of useful tips.......2003-07-05
It's hard to find good information about game programming and design. The trouble is that people working in the industry have an incentive to keep their techniques secret -- they don't want their competitors to learn them. The people who aren't in the industry can write about games but don't have the experience to back it up.
Game AI Programming Wisdom gives us wisdom from people who have worked on real games. Each section is a short explanation of a particular problem (like pathfinding, tactical reasoning, or pattern recognition). Since they're short and independent, you can pick the section that applies to the problem you're trying to solve and read that without having to read everything in order. However, each section is written by a different person, so if you try to read the book straight through you will be distracted by the change in writing styles and level of detail.
I'm quite glad to see this book. It's actually the first game programming/design book that I purchased. (I'm quite picky when it comes to books. I'm sure Amazon doesn't like that.) Most of the game books I see go into low level programming details. This book teaches you the principles and techniques that will be useful for more than the specific problems they cover.
The most complete, the most usefull resource..........2003-04-29
This is the best book in my library.
Write by professionals, with usefull techniques and well explained details of almost every cool aspects of AI in the game programming world.
A fantastic "a la carte" tool kit.......2003-03-11
Being in the game development business, I am always on the lookout for new and different tricks, techniques and strategies. When most programmers go to the lectures, panels and roundtables at the Game Developers Conference, we are looking to pick up this same sort of material... we share ideas and approaches - but rarely get the chance to get down to the code details to make it easy for us to implement those ideas into our own work. This book makes that possible.
Along the lines of the other "Gems" series of books, this collection is filled with ACTUAL techniques and code chunks that are used by some of the top professionals in the industry. Just flipping through the list of the contributors to the book is like going around the room at one of the AI roundtables at the GDC... in fact, Steve Woodcock and Neil Kirby are 2 of the "3 AI guys" that RUN those roundtables! (The 3rd being Eric Dybsand who has contributed to the "Gems" series but not this title.)
Many books on game development are informative. This one is actually USEFULL. I have personally adopted Steve Rabin's source code from the section "Implementing a State Machine Language" into my own game and it has saved me many hours of development and improved the readability and understandability of my code for the rest of the team. Just that section alone has netted at least a 1000:1 return on the cost of this book. Other sections have given me a different approach on how to handle the economic strategy layer that I could have come upon myself... but was able to implement a lot quicker than if I had done it myself. It was definately worth the price.
Are any of these sections worth the purchase price for YOU? I suppose that depends on how much you value you your time. Once you equate the cost of the book to the man hours you save, it's a no brainer!
By professionals, for professionals.......2003-01-05
Published by the same folks who brought you Game Programming Gems (and edited by one of the more prolific AI authors in that series), AI Game Programming Wisdom provides a wealth of real knowledge by actual game programming professionals, not professional authors. As a game programming professional, the number of game programming books that sit on my shelf is fairly small. Most have nothing interesting or meaningful to offer beyond rudimentary descriptions and concepts.
AI Wisdom is definitely a cut above the rest. The topic selection is intelligent and relevant, and the articles are all of a consistent quality and polish. I've already referenced articles several times when writing production code, and several co-workers have borrowed it when they had a particularly tricky problem to solve. This is simply a must-have resource for any professional AI programmer, period. Or, if you're an amateur or hobbyist looking to see the tricks and techniques professionals use, then this is a book you absolutely can't afford to miss.
Average customer rating:
- Behind the Scenes of Media Programming
|
Programming for TV, Radio & The Internet, Second Edition: Strategy, Development & Evaluation
Lynne Gross ,
Brian Gross , and
Philippe Perebinossoff
Manufacturer: Focal Press
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ASIN: 0240806824 |
Book Description
Where do program ideas come from? How are concepts developed into saleable productions? Who do you talk to about getting a show produced? How do you schedule shows on the lineup? What do you do if a series is in trouble? The answers to these questions, and many more, can be found in this comprehensive, in-depth look at the roles and responsibilities of the electronic media programmer. Topics include: Network relationships with affiliates, the expanded market of syndication, sources of programming for stations and networks, research and its role in programming decisions, fundamental appeals to an audience and what qualities are tied to success, outside forces that influence programming, strategies for launching new programs or saving old ones. Includes real-life examples taken from the authors' experiences, and 250+ illustrations!
* Completely updated to include: new programming forms, changes in programming style, and more!
* Updated Glossary!
* Study questions for each chapter
* Companion website for students and Instructor's Manual
Customer Reviews:
Behind the Scenes of Media Programming.......2006-01-28
This is a very solid job at describing a constantly moving target. The authors (the first and third are at California State University-Fullerton, while Brian Gross teaches out in Jakarta and has enjoyed extensive experience in all three media) help to bring ever more important Internet content into the media mainstream with their treatment. Chapters cover the history of programming in all three services (and related areas such as video games), sources of television programming, sources of radio and Internet content, development of content for each of the three, testing of audience reactions, elements of successful programming, factors influencing television programming, factors impacting radio and Internet content, scheduling strategies for each of these services, program evaluation, changing and canceling programs, and ethical issues. The book is more descriptive than critical in approach, and helps readers get behind the scenes to better understand the players and process.
Book Description
Rapidly evolving computer and communications technologies have achieved data transmission rates and data storage capacities high enough for digital video. But video involves much more than just pushing bits! Achieving the best possible image quality, accurate color, and smooth motion requires understanding many aspects of image acquisition, coding, processing, and display that are outside the usual realm of computer graphics. At the same time, video system designers are facing new demands to interface with film and computer system that require techniques outside conventional video engineering.
Charles Poynton's 1996 book A Technical Introduction to Digital Video became an industry favorite for its succinct, accurate, and accessible treatment of standard definition television (SDTV). In Digital Video and HDTV, Poynton augments that book with coverage of high definition television (HDTV) and compression systems.
For more information on HDTV Retail markets, go to: http://www.insightmedia.info/newsletters.php#hdtv
With the help of hundreds of high quality technical illustrations, this book presents the following topics:
* Basic concepts of digitization, sampling, quantization, gamma, and filtering
* Principles of color science as applied to image capture and display
* Scanning and coding of SDTV and HDTV
* Video color coding: luma, chroma (4:2:2 component video, 4fSC composite video)
* Analog NTSC and PAL
* Studio systems and interfaces
* Compression technology, including M-JPEG and MPEG-2
* Broadcast standards and consumer video equipment
Customer Reviews:
First Rate Book on Digital Video.......2007-09-22
My favorite book on video. It is the most thorough and careful development of digital video I have seen.
While you won't hear this often, it is a beautifully produced book. It contains very clear illustrations, its equations are clearly presented, and the text is nicely organized.
Quite A Fine Text.......2007-06-15
If only more tech authors could write as clearly and with such consideration for the reader as does Mr. Poynton. The layout of the text and graphics is superb. The attention to content accuracy is highlighted by the many helpful, and sometimes amusing, notes in the margins.
Good Book.......2007-02-16
I think this is a good book for begginers. It's very easy to understand and there not trouble read.
A great book for the algorithms and equations of digital video.......2006-12-25
Poynton presents a comprehensive treatise on digital video and HDTV in 50 chapters and two appendices. Although this is a comprehensive work and some topics are presented in complete detail, other equally important topics are discussed in a few pages. The concepts of color, NTSC and PAL encoding, colorimetry, and other topics of image presentation are strongly emphasized. However, the topics of quantization, digital filtering, general signal processing, and methods of compression are treated more briefly. This is a very good resource for anyone interested in digital TV or the computer display of images. It is probably not a good choice for general engineering study by readers without a good background in digital signal processing. The differences between computer displays and commercial television displays are well presented, provided along with some history of both disciplines and how, with the decreasing restriction on bandwidth, these interests are merging.
Part one of the book stresses digital video basics. This is pretty similar to Poynton's previous book on digital video with the exception that he has added some introductory material on HDTV, but that chapter is only a few pages long.
Part two, "Principles", is a very nondescript title for this section. That is probably because it discusses such a large group of diverse topics as filtering, sampling, visual perception, color science for video, NTSC and PAL, videotape recording, 2-3 pulldown, and deinterlacing. This is the section that is the most mathematical, however, it is still not as complex as most signal processing books you'll encounter.
Part three, "Video Compression", consists of three very short chapters on JPEG, motion-JPEG, and MPEG-2. It's a good overview of the concepts, but don't expect to be able to build a codec based on the information in this section.
Part four, "Studio Standards", also has a very specific subject matter. The standards discussed are 480i, 576i, 1280x720 HDTV, and 1920x1080 HDTV. Scanning, timing, sync structure, and picture structures are discussed in each case.
Part five, the final section, discusses broadcast and studio standards. NTSC, PAL, and digital television broadcast standards are discussed.
If you are the type of person who is interested in the algorithms of digital video more than you are the hardware of digital video systems, you'll probably enjoy this book. The author makes frequent use of illustrations and block diagrams to illustrate what is being presented, and I have gotten a great deal of use from it over the years. If you are looking for a book on digital video systems hardware, might I recommend "Video Demystified" by Keith Jack.
The best video book out there.......2006-10-18
I have several excellent books on video, and I have to say that this book is easily the best. Charles Poynton covers all of the basics in a very understandable and readable fashion. Video is a complicated topic, and one that is not well understood. There are many facets of video that are commonly confused, such as the differences, benefits and drawbacks of interlaced versus progressive scan video, or the difference between pixels and lines of resolution. Digital Video and HDTV Algorithms and Interfaces is very well written, and is a must-read for any serious video professional or hobbyist.
Book Description
LEGO MINDSTORMS NXT has hit the world by storm, giving you the ability to build your own robots and program them to perform all types of actions. What kind of robots? How about five exploratory robots, used to explore the newly discovered tomb of an ancient Mayan king?
You are along for the ride with Evan and his archaeologist uncle as they explore a Mayan pyramid complete with traps and treasures. Using a variety of NXT robots, the archaeology team is able to move deeper into the tomb towards the secrets of King Ixtua. But beware of the traps! The pyramid's design has successfully deterred unwanted visitors through the centuries, and your team will need to be careful and alert.
You will learn and use a design methodology that will teach you about the new motors and sensors that your robot can use. Complete building and programming instructions are provided for each robot, allowing you to follow along and learn as you build.
Can you help Evan and the team of explorers navigate through the old pyramid and discover King Ixtua's tomb? Read the stories, examine the environments, and build and program the robots that will allow the team to move closer to the secrets of The Mayan Adventure.
- This book shows how to design a NXT robot to solve real-world problems.
- It includes worksheets that encourage constructive brainstorming techniques.
- You'll gain access to four new and unique robot designs.
- This book is suitable for both adults and kids exploring NXT.
Customer Reviews:
Wonderful!.......2007-07-06
AB FAB! I'm really trying to addd something to the reviews posted already. So much goodness has already been posted about this wonderful book.
My sons are very young and I cannot wait for them to have this book to read and enhance their knowledge while having fun in the process. Melting together reading, technology, problem-solving, and programming could not produce a better combination for building a great education.
I know that this book has gained some significant recognition in the LEGO MindStorms world and the education field. LEGO Masters and Edu Teachers all agree it is a very good book.
If you are looking for a book that will entertain and teach your MindStormer (young or old) in a very pleasing way...this book is a fantastic starter.
Chris
MDP, MCP
USA - NASA
Good starter book for the NXT.......2007-07-05
This book and the author do an excellent job hitting on several key ideas:
- What to do after you've finished the NXT kits included projects
- Laying out an approach to getting you thinking creatively about robots
- Outlining an effective structured approach to building successful robots
- Keeping the design and programming fun not frustrating
This book is written toward a younger reader but adults new to NXT and wondering what to do with it after finishing the kits included projects will find useful concepts, ideas and approaches that will help you think up your own ideas and take them to successful completion :)
As an adult reader I hesitated buying this book. My 1st impression was this book was written for too low an age group to keep my interest. I bought it anyway and am happy I did. I found the projects fun, educational and challenging.
This book gave me a kickstart on thinking what else I can do with the NXT. It gave me an approach to help think creatively about situations and robotic solutions, and importantly for me, it layed out a framework for taking hair-brained ideas to successful robots in a consistent, structured, step by step way.
Inspired by the fun I had with the projects in this book, I have since moved on to trying more advanced operating systems (RobotC and LEJOS) and delved into using new sensors with my NXT. My interest is quiped and sustained. Thank you Jim Kelly :)
Great buy after you finish the tutorials included with the kit.......2007-04-07
We bought Lego Mindstorms NXT for our 9 and 12 year old boys for christmas. Our youngest has always been great at building legos and I was hoping to start teaching my 12 year old about programming. The tutorials included with the kit were good for my boys to get used to the kit, but we didn't know where to go next. What do you build next? This book is perfect. It has a fictional story that presents some challanges and good building and programming instructions. While the instructions are not as detailed as the tutorials they were still very good. Also the challenges are large enough that the bots get to mover around, but still small enough you can easiy set them up at home. I highly recommend this book as your next step after buying the base NXT Kit.
All the Basics and more.......2007-03-10
I love this book. It has a fun little story and it explains why and how you build little robots.
That is one of the challenges when you get the robot set. What do you do with it...
This book gives a. planning guide, b. design guide c. programming guide to each of the robots.
Very systematic.
My son is 9 and he can follow the reasoning and he is learning that he needs to think about the design before he starts putting the robot together.
I can highly recommend this book
Exploring The Mayan Adventure with NXT.......2007-03-10
If it was possible to give this book 10 stars, I would not hesitate to do so. The stories about Evan and Uncle Philip with his team exploring the Mayan pyramid surely touch a childs imagination (I am 46 and even I am floating away with Evan beating the intellect of those adults in the team). On the technical side, this book really shines. I bought my first NXT set early december 2006. But beside the standard robot instrucions include, I feeled that I did not understand perfectly. With RCX I used NQC as programming language. But I am not used to the graphical interface of Lego. Jim Kelly made a very nice addition in this field. His explanations have just enough detail which make them easy to follow.
When it comes to construct those robots, there is very much room for your own creativity and ideas. There is only one minor flaw, those photographs should be in color even when the price of the book raises. This book really deserves color photographs. But even in black and white, those photographs are easy to follow.
The book in general encourages you to explore your own mind when you design your robots. There are many possible ways to build the same robot. Don't just copy the robots from the book. Use your imagination and make your own changes.
Also the robot construction journals are very helpfull when planning and building a robot. Design your own journals based onto those inside the book will keep the book intact. Those journals give you a way to structure the robot creation process. There is more to this process than constructing, programming and testing. The more you structure your mind the better, and those journals helps you with this.
I have one remark at the Explorobot. Since the writing of this book (and this is no way a shortcoming or negative) HiTechnic constructed a lot of interesting sensors like a Compass and a Gyro sensor. The compass sensor is available, the gyro not on this moment. If you can you should buy a compass sensor from HiTechnic which makes your eploration much more accurate. As an example :
You know from the map that those corners are 90°. So when you start of toward the first corner, measure the direction.
Then when you reach the first corner make rotation of "your initial direction" minus 90°.
Then you go straight to the next corner.
When you constantly measure your direction, you can prevent friction loss causes deviation from the optimal path to follow.
This is a little detail which makes your pyramid exploration much more real. Your not assuming you follow a straight path but you ARE following a straight path unesteemed one wheel feels more or less resistance than the other.
Sorry that I am deviating a little from the main subject but I feel that the author has a very important field here unexploited. I admit it was impossible to include the compass sensor in the book because the correct decision was made to use only parts included in the standard NXT set.
But maybe it is possible to setup an accompanion website at which such topics are explaned. And because the author is encouraging his audience to send photos of their creation, maybe those can find a place on the website also. A website can much more easily updated than a book.
As a conclusion this is a great book for both adults and children interested in Robotics. It shows clearly how robotics can serve in solving daily life situations. And surely it will teach you the basics of robotics after which you can go on designing your own creations.
Friendly greetings,
Bad_Wolf
Belgium
Europe
Book Description
Multiplayer Game Programming is the first technical guide to enable you to write a complete Internet-ready video game using DirectX 8. The first part of the book covers the history of online gaming, the architecture of multiplayer games, basic networking, and an introduction to Visual C++ and Windows programming. After you cover the basics, you'll move on to sockets, DirectPlay, Direct3D, DirectAudio, and DirectInput programming, as well as multiplayer game design. Whether you are new to game programming, or you have extensive game programming experience but want to break into the multiplayer phenomenon, this book is for you. Multiplayer Game Programming teaches you the skills necessary to create interactive, online games!
Customer Reviews:
Lacks a focus.......2007-02-14
As someone who likes to dabble in game development, I was completely unimpressed with this book. I was hoping to learn some of the details about some of the complex and difficult issues of game programming: keeping games in synch, making the best use of bandwidth, UDP vs TCP, etc. But this 800 page book only devoted about 2 pages to these topics. Instead, the author chose to spend more time explaning the differences between C and C++.
That points to the major flaw in this book: The author doesn't seem to pick a clear focus to write to. He jumps back and forth, discussing threads and mutexes, then charging into a diatribe about hungarian notation, or how C++ object-orientation works. He spends the last half of the book showing a rough overview of a multiplayer game he wrote, but only spends a couple pages of that talking about the network elements of the game.
If this book had been titled "Game development for software developers who already know how to write and design software but don't know the specifics of DirectX or windows programming, and who want to learn the absolute basics of networking with DirectPlay", I would give it a better review. Really, it's more of a DirectX tutorial than anything.
My advice? If you fit into that narrow group of people described by the title, then it's worth picking up. Even then, you'd probably be wondering why the author wasted so much time telling you things you already know.
If you don't fall into that group of people, I'd find another book.
It's crap.......2006-07-25
Like most books written by want Want-A-Be game programmers with little or no real world experience, this BOOK is crap.
Save your self (and money) from someone college thesis, rewrite of DirectX samples, etc., and buy a real game programmer book like one of the Game Gems Series written by real game programmers. You can Download the DirectX/DirectPlay documentation for free.
Horrific.......2006-02-21
There's nothing worse than getting a book that has source code that doesn't compile. Not just little noob things, like forgetting to add directories and such, but actually BAD source code.
Oh, no, scratch that... there is something worse.
Source Code that doesn't compile AND no executables. Not only can you not compile and understand the code, but you don't have anything to base your ideas off of. I mean, christ, at least give us something to show us what it's supposed to remotely look like.
I disliked this book so much that I didn't even bother trying to re-amp the source. It's just plain garbage.
here's a hint to multiplayer programming as well as game programming in general:
books don't teach you anything. If you're looking for a "how-to" guide then books aren't the answer. Usually you can find some useful information in books that can help solve a problem, but there really is no solution to an entire problem.
don't let Andre's Tricks series fool you, or any other books for that matter. What makes you good at programming is programming itself, and figuring out things on your own.
Reference a book or article when need be, but don't waste your money on something like this. Just google sockets and you'll have more than enough informatino to get a project gonig.
Peace out,
Jason
Multi-Player Gaming........2005-10-04
This is a decent book, although I would not recomend it to the novice programmer. If you cannot read C/C++ code fluently or any code for that matter, this book will only confuse you further. He has good examples with ok descriptions but he kinda jumps from very simple stuff to very difficult things in a hurry. On the other hand this is one of the better books that explains windows programming, you have to weed through the chapter to find it but all in all it helped me to understand Windows programming much better than I already did. But thats just one Nerds opinion
No actual information about network game problems.......2005-05-07
My personal opinion about this book is don't buy it unless you want to read through a badly written language with a lot of smart remarks and very little substance about network game programming. It covers the basic about network gaming with socket and then shows how to set up directplay. It uses a lot of time and pages to show how to draw a couple of lines with direct3d and basic windows programming stuff, which I personally would have bought a book on if that was what I wanted to know something about. There's no discussion about cons and pros for using tcp or udp protocol and it totally lack information about latency problems and how to handle those, because this is a subject that absolutely needs to be handled when we start talking about multiplaying, unless it's a turn based game.
Thumbs down from me...there got to be better books out there about multiplayer game programming.
Book Description
This completely updated second edition illustrates the mathematical concepts that a game programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series.
Customer Reviews:
One of a kind.......2007-03-23
As a professional 3D graphics programmer, I can not stress enough the quality of this book. This book covers 3D math fundamentals, algorithms, and it is complete with easy to understand (!) proofs. The math is difficult because there is so many problems to be solved in 3D (and they draw from many different branches of mathematics), but it is written in such a clear way that every topic is made approachable. Unlike esoteric Ph. D papers, you aren't assumed to have any specific knowledge of math idioms or jargon. You simply need a decent grasp of college calculus and trigonometry to make the most of it. There are a few samples too to test your knowledge.
Expect to spend at least a solid year to really make the use of this book. Treat it as you would a two - three semester course in college. During this process, you'll find yourself occasionally wanting to get more practice and referring to a respective book on it.
If you could only own two books for 3D programming, buy this first and buy Ericson's book on collision detection next.
In summary, Eric Lengyel's attention to detail and mastery of 3D math / algorithms really shines and this book is an example of it.
Great book.......2007-03-08
This book is great for anyone interested in computer graphics. Even for people who do not have a lot of math/graphics experience, this book starts you off with the basics of vectors and matrices and has exercises/solutions for each chapter. It saves you the time of looking through your old linear algebra and differential equation math books and contains the must know information you will use as a graphics programmer.
Math majors rejoice.......2007-03-02
To be honest, while I find this book to be a decent reference, I find it to be pretty inaccessible in terms of sitting down and reading through it in an attempt to learn the concepts. As a non-math major (I'm actually an engineer and software developer) these math concepts are by no means beyond me. But rather than simply being presented with equation after equation, proof after proof, what I find a lot more valuable is more discussion on the usage of these equations. Specifically I'd like to see examples, diagrams, and code, and there is precious little of any of that in this book.
In other words, this book is very much like what you expect to find in a very dry upper devision college math text for the consumption of math majors who are used to such things. But for a non math major just trying to make use of these concepts in order to get the job done and make games? eh, not so much.
Still, I do think this book is useful as a reference when I want to look up an equation as there are a ton of them crammed into this book, but for me, I just don't find this book to be very good as a learning tool.
Great book on the math needed for 3D games and graphics.......2006-11-27
This book illustrates the mathematics that a game programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination, visibility determination, and collision detection. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series. This book has plenty of examples and figures, making it much more illustrative than your average math book. I highly recommend it to anyone interested in implementing more advanced mathematics into their games or graphics applications. The following is the table of contents for this second edition:
Chapter 0 The Rendering Pipeline (NEW)
Chapter 1 Vectors
Chapter 2 Matrices
Chapter 3 Transforms
Chapter 4 3D Engine Geometry
Chapter 5 Ray Tracing
Chapter 6 Illumination
Chapter 7 Visibility Determination
Chapter 8 Collision Detection
Chapter 9 Polygonal Techniques
Chapter 10 Shadows (NEW)
Chapter 11 Linear Physics
Chapter 12 Rotational Physics
Chapter 13 Fluid Simulation
Chapter 14 Numerical Methods (NEW)
Chapter 15 Curves and Surfaces (NEW)
Appendix A Complex Numbers
Appendix B Trigonometry Reference
Appendix C Coordinate Systems
Appendix D Taylor Series
Appendix E Answers to Exercises
Note that there are four new chapters in this second edition.
An Essential Source for Robust 3D Graphics Engine Design.......2004-11-21
I have not yet been able to purchase the second edition of this book. However, since it is a refinement of the first edition, I feel that I am somewhat competent to review this later version of Lengyel's text on this knowledge of the fundamental chapters which are included in both editions.
Definitely, the subject of 3D Computer Graphics draws programmers and gamers inward like a bug lamp draws insects inward. The ability to express one's own inspiring representation of the world seems to attract the deepest longings of the subcreative nature of the human person. However, the coder quickly realizes that the realization of this dream is extremely difficult due to the complexities of visualization in nature. Lengyel's text helps to break through many of these complexities.
In order to make sure that the reader is "up to speed" on the essentials in mathematics which are necessary for a 3D engine, Lengyel gives a quick, but thorough, review of Vector and Matrix operations. I was indeed impressed by the amount that he condensed into the beginning of the text. While this is far from a complete treatise on Linear Algebra, this material gives the reader the basics which will be necessary for all the other chapters. This is further augmented by his treatment of 3D geometry, its representations, and calculations relevant to it.
Using this, he treats on various subjects that are extremely important for making a lean, mean, and beautiful rendering machine.
His treatment of transformations gives the reader a base in this knowledge that is independent of the rendering context. This is an excellent approach because knowledge of how something works allows for one to use it more fully. He also goes further in introducing Quaternions and deriving rotations around any arbitrary axis.
The chapter on Ray Tracing gives the necessary background for the work done in the following chapter on illumination. While the latter is often implemented by the graphics environment that the coder is using, the full knowledge of this allows for further application in subjects such as bump mapping (which he treats) as well as reflective surface simulation.
Perhaps the most interesting and important subject covered in the text, however, is the chapter on visibility determination. Since this is critical to the speed of rendering, this topic is central to game engine design. Lengyel works through the various methods for bounding box construction as well as bounding spheres, ellipsoids, and cylinders and then explains how these can be tested against the view frustrum in order to determine if an object should even be rendered. Another chapter on various techniques which can be applied to polygons outlines procedures for reducing the complexity of meshes, without compromising quality.
The remaining chapters touch on collision detection, linear and rotational physics, and fluid simulation. These topics allow for the addion of various levels of realism to be added to 3D engines and are of importance once the rendering environment has been established. Furthermore, his appendices are a nice addition for those times when our memories fail to recall various facts.
And so, I give this book my definite approval. It is hard to come by a text so compact, yet thorough, on the foundations truly needed for 3D Graphics. These mathematical foundations allow for greater things to be explored and should interest any 3D programmer as well as individuals with a general interest in mathematics, especially in the applications of linear algebra and calculus.
Book Description
If you have experience with C++ and DirectX and have always wanted to program your own game, this is the book for you. Programming a Multiplayer FPS in DirectX takes you from the basic game design to a fully functioning game! All of the source code, assets, and tools are included- you just work through the tutorial-based chapters and watch the game come to life as you develop it. And as new features are added, you can begin playing with them to see them in action. Following a typical game development process, the book is separated into two distinct parts: Part One focuses on the design and development of the game engine, and Part Two concentrates on putting the game together using the engine. The theory has been kept to a minimum, so that you are following a hands-on approach and adding new functionality to your engine as you proceed. In the first part, you'll learn about the many facets of DirectX, C++, and object-oriented programming. You'll also learn how to design the engine and put the infrastructure into place. The next chapters will each add a new module to your engine including input, scripting, 3D rendering, sound, networking, and scene management. The second part covers the final development stages, including everything from game play to player management; it culminates with the complete multiplayer FPS game. Throughout the book you'll learn key topics that will bring you up to speed with industry proven techniques, while improving your confidence as a developer. And because DirectX is the most prevalent game development tool available, once you master this project, you'll have the skills you need to create a variety of games!
Customer Reviews:
Godd introduction, complete coverage.......2007-09-11
In general I'm very pleased with the book "Programming a multiplayer FPS in directX". It provides a very nice introduction on how to approach the task of building a complex 3d application for user with basic knowledge of C(++) and DirectX. Structured programming is important! It is nice that one has such a concrete result at the end of the book. The only drawback is that it could have a little more in depth treatment of certain areas, but hey, it is already almost 500 pages :)
Interesting book; good analysis.......2007-07-24
At my school we used this book for our networking class. (I had been begging our teacher to show us some directPlay stuff... yes, I'm aware that directPlay is ugh in terms of networking, but, it was a lot better than learning some java networking stuff. At least to me).
This book was an invaluable tool for designing my networking system. I basically gutted this networking system and stacked on some variable size packets that I studied from one of the Lamothe (actual author:Todd Baron ) books. (weird book, guy talks about his exploits in ultimate online for like, almost a chapter before he goes on to explain about how you can hack the networking system for exploits.
This book shows you how to implement a peer to peer network and then treat it like a server/client system. It's an interesting (I chose to just go strictly peer-to-peer in my system) approach. And I read in one of the Game Programming Gems a way to bypass some of the connectivity issues with peer to peer networks.
Regardless, this book is an EXCELLENT study of networking for games. I read the networking chapter probably 20x during our project and it took me quite a while to figure out exactly what he was doing with it. In the end, it's a logical system that works fairly decently.
We didn't use the rest of the code in the book too much. Some of the other people in my class modified the FPS game to do other things (made a shooting gallery, other's made some text based games on the networking code, etc).
The source code is useful and there is an update available for it (his precious linked list had a memory leak in it... he really harps on about it).
If you have never designed a game system before. This book is going to be a tremendous help. It teaches a bit about design patterns without all the unnecessary mumbo-jumbo, and how they directly relate to game programming and how they're useful (helloooo singleton).
The code is in visual studio 6 I believe, and you have to set the default project to the actual project and not the engine to get it to run. Also, if your hardware doesn't support hardware vertex buffers (you have integrated graphics, we had a couple people on the team with this issue) you have to change one of the directX intializers to something else to account for this (can't remember the call now, look at some other directX init calls from somewhere else and you can find it).
He goes into quite a bit of detail about each topic and the basics, and then delves down into the design of each system. It's very methodical and well thought out. AND YOU GET SOMETHING WORKING AT THE END!
Do not get this book if:
You are new to C++(you better have a CRYSTAL clear understanding of pointers and OOP, classes etc).
You are not interested in engine design.
You hate directX, or directPlay.
You hate max; he uses 3dsMax to make the scene files etc.
You are an industry professional that has a basic understanding of how a game engine works. This is definitely a n00b book.
You expect to get your hand completely held at each step. He does skip over some details that are easily discovered if you delve a little into the MSDN or any other online resource.
Get this book if:
You are incredibly interesting in engine design and want to get your feet wet; as well as learn some engine design in the process.
You're interested in any of the systems this book covers ( I can really only attest to the networking system, and that he uses directPlay, which is in sunset mode).
Interested in basic modular programming and looking to expand the code in the book to meet your needs or to experiment with. It is an incredibly useful base to start with.
Are extremely comfortable in c++/directX and are interested in expanding your knowledge and it's applications into games.
Overall, the book was a good purchase and is an excellent stepping stone into engine design. It has been very useful in my future projects since I've used this book in my course work.
Useful book, really bad FPS game.......2007-02-05
I've enjoyed reading this book. It effectively shows you how to write a very basic first person shooter in directx. Well done. It briefly introduces rendering, a simple scripting system, peer-to-peer networking, handling user input, scene management, collision detection, sound effects, and more. Not bad. The code is fine, I had no problems compiling it in VS2005 (check the authors website for the latest code though) and I learned a lot from reading the book and going through the code. In short, I am glad to have bought and read this book and I do recommend it to others.
The book does have some drawbacks though. I feel that the actual game that is built in this book is embarrasingly bad. The networking system, rendering system, user interface, and everything else about it are bare-bones functional, but certainly not good enough that you'd want to encorporate them into your own game. I suppose that the thought is that you should first learn to build a Yugo before you learn to build a Ferrari, but personally I'd rather just learn to build the ferrari right off the bat :) Oh, and why must the graphics suck so badly? I realize that it doesn't necessarily impact the goal of learning the various topics, but seriously, how hard would it have been to at least provide a decent character model, or some decent textures and lighting and so forth?
One last thing. The book assumes a familiarity with C++ and to a lesser extent with Directx, so if you are brand new to either of those, the book will be pretty challenging to follow.
Man does this book suck!.......2006-07-13
This book is terrible! You read through the whole thing, and you don't even learn anything!
I would strongly recommend people not to buy this book.
Otherwise, you just wasted 30 dollars on worthless bs.
Good but not perfect.......2006-07-05
This book gives the reader a good general understanding of how networked gameprogramming works, and also a good bit of information about the internals of a complete game engine. The downside about this book is that it uses mixed hardware/software vertex processing which results in noncompatable programs with my laptop, however, if you change that to only software and recompile every demo then it works greate (A setting in CreateDevice()...), but slow (on my laptop...),, the occlusion checks ain't the best, and the partitioning on load is slow,, slow as in - you cant augment the code for profiling or it will be runnig for more then 15 minutes on a 1.03GHz laptop... ("more then" due to the fact that i aborted it....) and the use of 3DsMAX files as levelmodels... and the occlusions based not on the real environement but on objects placed in the scene.. (invisible...)...
Except the minor none-perfect things this book is GREATE!!! AND a BIG NOTE: The minors noted above ain't to bad,, it just looks like much when it's writen down,, and I think that this book is a good read for everyone,, and I do REALY recomend it... however, i give it 4 of 5 due to the recomile things and the occlusion,,, however, this book ain't about perfekt rendering,, it's about connection a game to the internet :)... and it gives you MORE then plenty :)
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