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Special Effects Game Programming with DirectX w/CD (The Premier Press Game Development Series), by Mason McCuskey
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About the Author
Mason McCuskey is a software engineer with 8 years of commercial programming experience. He has successfully managed his own game company since 1990. In 2000, his company, Spin Studios, was one of 9 world finalists at the Game Developer's Conference 2nd Annual Independent Games Festival. He has also written dozens of articles for gamedev.net. and other Web sites. Mason is the author of "Special Effects Game Programming with DirectX" by Premier Press.
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Product details
Series: The Premier Press Game Development Series
Paperback: 960 pages
Publisher: Muska & Lipman/Premier-Trade; 1 edition (December 1, 2001)
Language: English
ISBN-10: 1931841063
ISBN-13: 978-1931841061
Product Dimensions:
7.2 x 1.8 x 9 inches
Shipping Weight: 3.5 pounds
Average Customer Review:
3.4 out of 5 stars
12 customer reviews
Amazon Best Sellers Rank:
#2,596,652 in Books (See Top 100 in Books)
It's very hard to find accessible books on visual effect algorithms these days. Everyone just expects you to buy the latest software and pull down the appropriate menu and not worry about the math. For those of you who want something between yet another book on basic computer graphics and inaccessible tomes on visual effects that are written by academics for academics, this out of print book fits the bill. The DirectX info is probably largely out of date, but the last half of the book on special effects is done in language-independent way so that it serves as a tutorial on algorithm details regardless of what language you are working on. The book is written so that you can skip to the special effect you are interested in and get a well written and well illustrated short tutorial on most of the basics - lens flare, clouds, fire, water, lighting, etc. Since the book is only sold used, make sure you get a copy with the CD because there is a wealth of material on it including complete code. The book really isn't a standalone anything, but it will make a good complement to the other books on game/special effects programming you have in your library even at its advanced age.
I've really just started reading this book, but I wanted to write a quick review so as to let others know what they're missing out.The quality and layout of the writing is the best I've seen, especially for beginners I'd probably actually recommend this book over LaMothe's own books. Its better explained and more informitive (as well as being fast and enjoyable). Such as instead of saying "just set it to NULL you don't have to know what it does", McCuskey actually explains what "its" for and why you don't need it (I always liked to know, instead of being left clueless)Its about 900pages of pure content, with little code to break your train of thought (its on the CD). And so far not one sentence is wasted, unlike LaMothe and his comments on what $100K car he drives or how he's some programming "god" by winning a college bet against his peers (what a braggart).It deals with the latest version of DirectX and nVidia SDK. Its very exhaustive on many (if not all) aspects of special effects that you can think of creating. And an unexpected plus to me, was the section on incorporating an intro AVI movie into your game.Don't just listen to me, hurry up and get this book to find out yourself!...btw...am I the only one whose annoyed at that picture of LaMothe on the back cover of all the GD books, where does he think he's in the 'Matrix'?...he seems to take all the credit from rightfully deserving authors, and thats just wrong in my opinion.Though I'm glad he started this series of books.
Every book in the prima tech series, this one included, spends an unnecessary amount of pages on the basics that you learn when you first start programming. I knew all the basics that are talked about for 100s of pages in these prima tech books after reading my very first book on game programming, titled "Windows Game Programming For Dummies" by Andre LaMonthe. Prima Tech has been complained about by a huge percentage of people for not putting enough of what the book title suggests into thier books, while putting way too much about what their book title should imply that the readers already know. Those things include: Win32 API basics (such as making a window, menus, buttons, dialog boxes, and a half a dozen other things), introduction to COM architecture, introduction to DirectDraw, DirectSound, DirectInput, DirectPlay, DirectX Graphics, etc, etc, etc, etc, etc.... When someone like me wants to buy a book that focuses on Special Effects programming, why should I have to expect 500 pages of useless information that I learned 25 books ago, and expect only 300+ pages of actual content. And none, and I do mean NONE, of the prima tech books actual "content" goes beyond the classification of BASICS. Most basics can be figured out by the programmer, advanced topics, yeah the ones programmers actually buy the books for, are almost never covered.However, the two best books by far in the Prima Tech series are "Multiplayer Game Programming" by Todd Baren and "Programming Role Playing Games with DirectX" by Jim Adams. If you combine what you learn in those two books, you will have enough knowledge to construct a Direct3D application, like an RPG, that has multiplayer support. Todd Baren's book even covers MMORPGs like EverQuest, Anarchy Online, Ultima Online, & Asheron's Call. MMORPGs are some, if not THE, most popular PC games on the market right now.
I've really just started reading this book, but I wanted to write a quick review so as to let others know what they're missing out.The quality and layout of the writing is the best I've seen, especially for beginners I'd probably actually recommend this book over LaMothe's own books. Its better explained and more informitive (as well as being fast and enjoyable). Such as instead of saying "just set it to NULL you don't have to know what it does", McCuskey actually explains what "its" for and why you don't need it (I always liked to know, instead of being left clueless)Its about 900pages of pure content, with little code to break your train of thought (its on the CD). And so far not one sentence is wasted, unlike LaMothe and his comments on what $100K car he drives or how he's some programming "god" by winning a college bet against his peers (what a braggart).It deals with the latest version of DirectX and nVidia SDK. Its very exhaustive on many (if not all) aspects of special effects that you can think of creating. And an unexpected plus to me, was the section on incorporating an intro AVI movie into your game.Don't just listen to me, hurry up and get this book to find out yourself!...btw...am I the only one whose annoyed at that picture of LaMothe on the back cover of all the GD books, where does he think he's in the 'Matrix'?...he seems to take all the credit from rightfully deserving authors, and thats just wrong in my opinion.Though I'm glad he started this series of books.
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