Direct3D Directx Programming Books : Delphi Graphics and Game Programming Exposed with Directx Versions 5.0 through 7.0: With Directx Versions 5.0 through 7.0: With Directx Versions 5.0 Through 7.0

Delphi Graphics and Game Programming Exposed with Directx Versions 5.0 through 7.0: With Directx Versions 5.0 through 7.0: With Directx Versions 5.0 Through 7.0

£42.92


A thorough and concise tutorial to DirectX in Delphi - Delphi Graphics and Game Programming Exposed (DGGPE) is a well thought out and concise tutorial to DirectX 2D programming in a Delphi environment. It covers game architecture, how to draw graphics and animate them, palettes, sprites, input, force feedback, sound & music, basic artificial intelligence and even includes a short appendix regarding the installation of DirectX at the end-user to ensure that your games will run.As a general style, the book will explain a related group of topics and thereafter demonstrate these in a well-commented example. This cuts down on the number of superficial 25-line code listings although it risks making the reader lose track and condemned to rewind, rereading sections to grasp the big picture (some say this is what learning is all about).The book treats DirectX at its lowest level, i.e. a level where no factory-supplied components sneak in between the programmer and his/her contact with the actual DirectX API. Thus, the reader of DGGPE is aided by a general understanding of how to make API calls, the technique of using callback functions, hooking up event-handlers at runtime, threads (and the synchronization problems that this brings), basic trigonometry, buffers, windows messaging and a touch of the much-dreaded COM. Don t let all of this scare you aware, however. John Ayres writing style is easy to grasp and he gives a short introduction before any of the major topics begins.Compared to its nearest sibling, Windows Game Programming for Dummies (ISBN: 0-7645-0337-5), DGGPE has about the same, low Paid-Per-Page-Syndrome level. Both of the books seem on topic and the reader isn t forced to go trough endless series of repetitive listings (try it out: adding variables, 1½-page code listing, try it out: subtracting variables, another 1½-page code listing). Although DGGPE starts out with a less useful chapter about The Lure of Game Programming, it quickly realigns on the tracks and blazes ahead with on the spot content. Game Programming for Dummies, however, tend to stray away form the course and enlighten us about The ten basic rules of game design and Biggest mistakes game programmers ever made, although this might be enforced by the whole Dummies concept (because the book is actually just as good as DGGPE). Finally, DGGPE is a bit more honest when it states the reader level as intermediate to advanced.The big difference from DGGPE and other tutorials on this topic is that it is using Delphi instead of C/C++. DGGPE explains, not without irony, why Delphi warrants as a game-programming environment and provides some excellent argumentation that is bound to fuel any hobby-programmer s late night discussions.What s not in the book? Well, you won t find any information regarding 3D programming, neither in its Direct3D or OpenGL form. Also, the book focuses solely on 8-bit color depths, which in my humble opinion, is somewhat a shame. Its reasons are well explained (the speed of 8-bit operations and the ability to provide palette animation), but some of the cooler 16-bit features (alpha blending and the liberty provided to artist) are missed. Finally, I personally wouldn t have minded if the AI chapter was expanded to include some more advanced path-finding schemes etc. As it is now, it contains mostly information that you can figure out yourself during your 15-minutte long subway drive.All in all, if you re eager to dirty your hands with game programming in Delphi, DGGPE is the book for you. Not because it is the only current book using Delphi (which it is), but because it is well-written, enjoyable to read and gives thorough coverage of the important issues if DirectX programming. Go buy it!

Easy to read and Easy to follow. - This book is in-depth and well written, you even get a copy of Delphi 4 Standard on the companion CD. The only critisism i would make is that the supplied units that allow you to access the directx api, refer to a unit in the USES clause that isn t supplied. Fortunatly however, you only have to remove it for the units to compile. Also some examples make references to the SYNCOBJS unit, which isn t supplied with delphi 4 standard. Delphi 3 Pro is on a number of magazine cover CDs (PC PLUS) so you can order a back issue and get it off there, if you haven t got it already. ...Apart from these small problems - a great read and an easy way to get into the world of DirectX, and the free copy of Delphi 4 just adds icing to the cake!

An excellent source of information and ideas. - As a Medium-to-Advanced level Delphi user, I found the book to be well produced, with just the right level of detail to guide me through various stages of game production. The chapter on AI was interesting, though I found the chapter on Forced Feedback rather long in relation to the rest of the book.



Delphi Graphics and Game Programming Exposed with Directx Versions 5.0 through 7.0: With Directx Versions 5.0 through 7.0: With Directx Versions 5.0 Through 7.0