PDF Ebook Delphi Graphics And Game Programming Exposed! With DirectX, by John Ayres
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Delphi Graphics And Game Programming Exposed! With DirectX, by John Ayres
PDF Ebook Delphi Graphics And Game Programming Exposed! With DirectX, by John Ayres
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About the Author
John Ayres has over 10 years of programming experience, including over 5 years with Delphi. He is a lead developer and product architect for Beckett Interactive in Dallas and is the lead author of The Tomes of Delphi 3: Win32 Core API (1-55622-556-3) and The Tomes of Delphi 3: Win32 Graphical API (1-55622-610-1).
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Product details
Paperback: 650 pages
Publisher: Wordware Publishing, Inc. (February 7, 2000)
Language: English
ISBN-10: 1556226373
ISBN-13: 978-1556226373
Product Dimensions:
7.6 x 1.5 x 9.2 inches
Shipping Weight: 2.7 pounds (View shipping rates and policies)
Average Customer Review:
3.0 out of 5 stars
24 customer reviews
Amazon Best Sellers Rank:
#4,991,880 in Books (See Top 100 in Books)
I too thought there would be a little 3D in this book, but I can understand why there isn't. 3D Game programming is absurdly complex. You need to get the basic concepts and feel of game programming down in 2D (well, it's a good idea anyway).Many complain about not finding the CD Key... it's on a card that sticks out like a sore thumb in the back of the book. Look a little harder.This book is not a comprehensive guide to game or direct x programming (or Delphi). However, what it can do is provide you with the means to jump right in and make a game. What I'm talking about is ready-made basic 2D game engine's that can be modified to do just about anything. The book gets you the basics on graphics, sound, sprites, controls (even force feedback), special effects and a bit more.I was introduced to this book by taking a graphics class in my 4th year of college. We barely used the book (because we only touched a little direct x at the end), but I spent the end of that winter break and much of the following months making a Tetris style puzzle game. If you can get the example programs to compile/run, you should be able to modify them to do your bidding.
I recently bought this book and it is, as several reviewers say, out of date (not the author's fault although it would be nice if the publisher came out with an updated version). Several reviewers also, however, comment that the book is worthless because the Delphi 4 version does not come with the key. This is a problem. However, the authorization code is available on the publisher website ([...] Of course, Borland has come out with several versions of Delphi since then but Delphi 4 is still a good compiler and a great way to start up with Delphi (especially if you aren't wanting to get into .NET right away).I'm pleased that I bought this book and am looking forward to experimenting with the code. As author Ayres points out, he's trying to equip us to write shareware games, not become professional game developers for slave-labor game shops.
I really looked forward to getting this book, partly because of how long it took to publish and partly because there is a real shortage of technical Delphi books on the less common topics. While there is some useful information for a beginner, I was sorely disappointed.This book certainly does not live up to the hype - here is an extract from the Wordware site regarding this title:"() from the most basic sprite movement through tile-based scrolling map engines, voxel engines, texture mapping, and 3-D first-person shooter engines."Voxel engines? 3D engine? If mentioning it makes a book, I'm becoming an author.The book is so basic that it isn't even worthwhile for a beginner - rather buy the excellent books by Andre LaMothe and learn a little C so that you can translate it. The chapters in Charlie Calvert's Delphi Unleashed books are more than adequate to get you started with DirectX and Delphi.One thing that concerns me about some of the reviews is that some people that claim (not that I dispute it) to be professional game developers dropped Delphi as a result of this poor book. I don't get it! Why do you need a "Delphi" book? Can't you apply your C/C++ knowledge, after learning Delphi? To those people, my only suggestion is that you read a couple of general Delphi books (and there are a number of excellent ones), dabble with the JEDI DirectX translation and get going - you certainly don't need a book to teach you what you already know just because you changed language.And a last request - someone please write a decent game programming book for Delphi.
Two days after my order shipped, I read other customers reviews for this book, and thought I had bought a lemon. Quite the contrary. This book is a godsend for those of us creating games, and not interested in acquiring PHD's in "Theoretical Aspects of DirectX Implementation and Their Implications for Quantum Physics." Microsoft may make the most user-fruendly OS on the market, but when it comes to developer APIs, MS makes the most convoluted, user-unfriendly, documentation sparse code out there.Ever wondered why some many programmer's re-invent the wheel and emulate MS APIs with their own original code? I am an intermediate programmer and find the most time-wasting part of coding is try to interface with MS APIs - they are a nightmare to work with. As for this book, I say buy it. Personally, I found about half of the book to be stuff that I already know. What made the book worthwhile were the specific examples of implementing it in DirectX. True you can find some of the info on the web. But most is poorly documented or overly complicated - I don't care how DirectX does what it does, I just want to know how to implement it with the fewest migraines. This book accomplishes that superbly.Unlike most Delphi books which can spend upwards of 50 pages covering REALLY basic stuff, Ayres only spends a 1-2 pages to refresh your memory of the concepts, before diving into how to best implement it using DirectX. You should already be familiar with the basics of DirectX, bitmap and GDI manipulatiion via TBitmap / TCanvas, sprite animation, MCI / sound playback, etc. before purchasing this book. Background on these topics is minimal, the majority of the book and it's examples show how to get them working under DirectX, and point out many of the MS-centric quirks and how to avoid them.Buy this book. If you already know the stuff covered in it, then buy it anyway.
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