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Strategy Game Programming With Directx 9.0 2003

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Title: Strategy Game Programming With Directx 9.0 2003
by Todd Barron
ISBN: 1-55622-922-4
Publisher: Wordware Publishing
Pub. Date: July, 2003
Format: Paperback
Volumes: 1
List Price(USD): $59.95
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Average Customer Rating: 3.75 (4 reviews)

Customer Reviews

Rating: 4
Summary: Easy to read, easy to follow and reasonable coverage
Comment: I am generally on the lookout for books to recommend to my students on games. This is a relatively easy read and the layout is clear. In other words it is a book that you could hand to a student and expect him or her to make some progress. That's a plus in my opinion. The author takes pains to elaborate various input and manipulation strategies and there is a sense of completeness about the work (though the domain is limited). There is a good discussion of the practical use of textures in games with a supporting short appendix on Photoshop. Artifical intelligence doesn't make any appearance, unless you count the A* algorithm. D3DX is covered but not as a central theme - more of a case of fit it in because readers will expect it. In general, there is a lot of programming material in the book to keep students busy.

The book has a number of limitations. It may not be the most appealing text to anyone with game development experience. In the main the game concept in the book is a bit dated - combat strategy. Secondly, there is a large 2D dependency in the book arising from its reliance on tiled graphics. This shouldn't phase a student but a commercial developer may think otherwise. Thirdly, even though the book was published in June 2003 it relies on the older VC++ 6.0 rather than VC++ .net 2002 (obviously it couldn't use .net 2003). This is simply sloppy and suggests that the code from earlier projects was dusted off for the book. I would be more comfortable recommending the book if the publishers brought all the code up to .net 2003 standard.

Rating: 5
Summary: Great book!!!
Comment: This book covers it all! There are chapters on everything from tile graphics to path finding. My favorite aspect of the book is how easy it is to pick up. The examples are VERY easy to follow and use. The code is straight forward and easy to read. The author also goes to great lengths to keep the book code up to date (he has posted code updates for the latest DX SDK on his website.) I can't say enough good things about this book.

Rating: 5
Summary: Great Book on Tile-Based Strategy Games
Comment: I've been waiting a very long time for the followup strategy book from Wordware and all I can say is, it was worth the wait!!! This book covers many aspects of strategy game development from tile-based rendering to path-finding. I really enjoy the laid-back style of the author and recommend this to anyone who wants to learn about this type of programming.

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