Ebook Programming Mutliplayer FPS Direct X (Game Development Series)

Ebook Programming Mutliplayer FPS Direct X (Game Development Series)

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Programming Mutliplayer FPS Direct X (Game Development Series)

Programming Mutliplayer FPS Direct X (Game Development Series)


Programming Mutliplayer FPS Direct X (Game Development Series)


Ebook Programming Mutliplayer FPS Direct X (Game Development Series)

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Programming Mutliplayer FPS Direct X (Game Development Series)

About the Author

Vaughan Young (Queensland, Australia) is an experienced C++ and DirectX programmer. His degree in IT is complemented by further studies in software development, focusing primarily on game development. Currently, he operates his own software development business, producing and managing software solutions. On the side he maintains his own Web site (www.coderedgames.com) dedicated to his passion for computer game development.

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Product details

Series: Game Development Series

Paperback: 496 pages

Publisher: Charles River Media; 1 edition (December 20, 2004)

Language: English

ISBN-10: 1584503637

ISBN-13: 978-1584503637

Product Dimensions:

7.5 x 1.2 x 9 inches

Shipping Weight: 2.4 pounds (View shipping rates and policies)

Average Customer Review:

3.5 out of 5 stars

18 customer reviews

Amazon Best Sellers Rank:

#1,921,444 in Books (See Top 100 in Books)

When I first found out about this book I thought it had a snowball's change in hell of being even a half decent book (being a pretty ambitious topic). I've changed my mind after actually reading the book, and found it to be an excellent introduction to writing a FPS game engine. Granted, it's not DOOM3 but the end result is a simple, complete working engine; which is quite an achievement in my opinion.One caveat though, even though the book is fairly simple and not exactly taxing (a tribute to the author) it is certainly not a beginners book. You should already be fairly comfortable with C++ and DirectX 9 to get the most out of it and be prepared to study the source and MSDN documentation (a good habit to get into anyway).The book covers most of the major parts of a FPS engine at a reasonable level, resulting in a well designed, modular engine that can be expanded on quite easily. The main value of the book, however, is the design of the engine which should help a lot in developing your own engine (since most books cover the therory in exhausting detail but ignore the overall engine design - if you're looking for detail, this may not be the book for you).After reading this book, the following books may be useful:1. Introduction to 3D Game Programming with DirectX 9.0 (excellent intro to DX9).2. 3D Game Engine Architecture : Engineering Real-Time Applications with Wild Magic (nice and detailed - I recommend all David Eberly's books).3. Real-Time Rendering (doesn't get better than this).4. Game Programming Gems (buy all of them, now).

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.

I love it

Disk that came with the book was defective. I guess that's what you get when you buy used. The book was actually in great shape, it seemed that it was new. But the disk was more important so my stepson informed me.

1st off, it uses Direct Play which is now deprecated. 2nd, Chapter 8 (which is the first mention of any networking - pg 188) opens by informing you that networking is a very large topic and could take up an entire book if not more. But they were willing to waste 188 pages on not teaching you networking. And then they teach you how to make something cutting edge if you travel back in time. Casual web searches will be more useful.

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.

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Download NIV, God's Sweet Love Holy Bible, Hardcover, Comfort Print

Download NIV, God's Sweet Love Holy Bible, Hardcover, Comfort Print

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NIV, God's Sweet Love Holy Bible, Hardcover, Comfort Print

NIV, God's Sweet Love Holy Bible, Hardcover, Comfort Print


NIV, God's Sweet Love Holy Bible, Hardcover, Comfort Print


Download NIV, God's Sweet Love Holy Bible, Hardcover, Comfort Print

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Product details

Age Range: 6 - 10 years

Grade Level: 4 - 6

Hardcover: 1088 pages

Publisher: Zonderkidz (February 12, 2019)

Language: English

ISBN-10: 0310765803

ISBN-13: 978-0310765806

Product Dimensions:

5.8 x 1 x 9 inches

Shipping Weight: 1.4 pounds (View shipping rates and policies)

Average Customer Review:

4.5 out of 5 stars

2 customer reviews

Amazon Best Sellers Rank:

#266,608 in Books (See Top 100 in Books)

My daughter loved it and so did I its beautiful and bright to grab young girls attention!

Good for my little girl.

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Ebook Pearl Harbor (American Girl: Real Stories From My Time), by Jennifer Swanson

Ebook Pearl Harbor (American Girl: Real Stories From My Time), by Jennifer Swanson

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Pearl Harbor (American Girl: Real Stories From My Time), by Jennifer Swanson

Pearl Harbor (American Girl: Real Stories From My Time), by Jennifer Swanson


Pearl Harbor (American Girl: Real Stories From My Time), by Jennifer Swanson


Ebook Pearl Harbor (American Girl: Real Stories From My Time), by Jennifer Swanson

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Pearl Harbor (American Girl: Real Stories From My Time), by Jennifer Swanson

About the Author

Jennifer Swanson is the author of over 14 nonfiction books for children. She specializes in writing about science and technology. Her children's book, Body Bugs: Invisible Creatures Lurking Inside You, was a 2012 Book of Note with the Pennsylvania Librarian Association. Jennifer has an MS Ed in K-8 science and is a middle school science instructor.

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Product details

Age Range: 7 - 10 years

Grade Level: 2 - 5

Lexile Measure: 890L (What's this?)

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literalContent: 'A Lexile® measure represents either an individual's reading ability (a Lexile reader measure) or the complexity of a text (a Lexile text measure). Lexile measures range from below 200L for early readers and text to above 1600L for advanced readers and materials. When used together Lexile measure help a reader find books at an appropriate level of challenge, and determine how well that reader will likely comprehend a text. When a Lexile text measure matches a Lexile reader measure, this is called a "targeted" reading experience. The reader will likely encounter some level of difficulty with the text, but not enough to get frustrated. This is the best way to grow as a reader - with text that's not too hard but not too easy.',

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Series: American Girl: Real Stories From My Time (Book 4)

Paperback: 112 pages

Publisher: Scholastic Inc. (June 26, 2018)

Language: English

ISBN-10: 9781338148947

ISBN-13: 978-1338148947

ASIN: 133814894X

Product Dimensions:

5.2 x 0.2 x 7.8 inches

Shipping Weight: 3.4 ounces (View shipping rates and policies)

Average Customer Review:

4.7 out of 5 stars

7 customer reviews

Amazon Best Sellers Rank:

#82,998 in Books (See Top 100 in Books)

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