Rating:

(13 reviews)
Author: Visit Amazon's Charles Kelly Page
ISBN : 146650868X
New from $53.96
Format: PDF, EPUB
You can download Free Programming 2D Games Hardcover from with Mediafire Link Download Link
From the Author
The types of collision detection covered in the book are:
Circular
Axis-aligned bounding box
Rotated bounding box
Rotated bounding box and circle
From the Back Cover
Features- Focuses on 2D programming techniques such as collision detection
- Takes readers through the process of creating a game engine, demonstrating the advantages using an engine to develop a complete game
- Presents the latest DirectX and Windows coding methods using C++
- Includes questions and programming exercises at the end of each chapter
- Provides thoroughly tested example programs and a discussion forum on the book's website
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Download latest books on mediafire and other links compilation Free Programming 2D Games Hardcover
- Hardcover: 438 pages
- Publisher: A K Peters/CRC Press (June 21, 2012)
- Language: English
- ISBN-10: 146650868X
- ISBN-13: 978-1466508682
- Product Dimensions: 1 x 7.4 x 9.2 inches
- Shipping Weight: 1.9 pounds (View shipping rates and policies)
Free Programming 2D Games
4.5 Rating
A well-deserved & probably one of the best 2D Game Programming Books out there today that includes a finale section on Multi-Player Online Networking! Superb! You're in for some exciting & challenging learning.
First, for the Book Errata & all its code Projects please see [...] This site is the best reference. I downloaded all the projects & studied a lot of the code. It's all well-documented. I ran nearly all of programs & they work fine.
Moreover, here are some other Errata TYPOS I found: I corrected it here. I also posted this in the Forum of Charles' website.
pg89. 2nd paragraph: keysPressed
166 under Listing 6.19 at end of paragraph: An entity's position....
188 right above Listing 7.3: xactParams.lookAheadTime =XACT_ENGINE_LOOKAHEAD_DEFAULT
214 Graphics::loadTextureSystemMem: 1 of the parameters should say UINT &width
281 under Listing 9.30: Any function from the MessageDialog class......
282 under 9.7 Section: IDirect3DDevice9::SetDialogBoxMode
302 in next to last bullet mark: Entering the word "next" displays a second dialog.
413 under Chapter Review: UDP/IP
I read this book twice. It's fascinating & enjoyable. I will gladly recommend this book which focuses on 2D Games to any interested gamer. Gaming is easier said & played than done. Charles definitely has a passion for this knowledge & does a excellent job conveying it. The journey Charles takes you is in stages, with each one building upon each other in a educational way to eventually forming a full functioning game for you. You will explore the game engine's thoughtful design that can be re-used on a variety of games you would like to make.
Before you buy: make sure to at least be acquainted with C++. The author does a tiny little crash course (3 pages) about C++, but if you don't know how to create/define a class, or if you're not sure what a virtual function does, you will have to learn. Search Google for "c++ books stackoverflow", check out the first result, and you'll see a whole list of books for learning c++ . If you don't know at least the basics, then you'll have a tough time understanding what is going on. Don't try to cheat! Build a strong foundation first. No prior DirectX experience is needed, as the author explains the API calls that he uses, and the code is well documented.
General thoughts: I really like this book. Charles Kelly has done a very good job creating an easy to follow guide about creating a game engine using C++ and the DirectX API. It walks you through the initial setup all the way through to a fully functional game of 'Spacewar', complete with networking.
This was my first book on actual game programming. I've read some of the higher-level books about building a game engine (like Jason Gregory's 'Game Engine Architecture'), but I was clueless on how to start building one from scratch. 'Programming 2D Games' was a great guide. Almost all the author's rationale is detailed. The code is very well commented, and it is (mostly) good C++ code. At the end of every chapter, there is a 'summary' section, and some exercises. I found the summaries very helpful, and the exercises were ok. The answers were easy to find, and the 'coding' exercises did a good job reinforcing what was learned. I also learned quite a bit about DirectX, and it was very easy to follow.
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