Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach (Wordware Game and Graphics Library) Review

Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach (Wordware Game and Graphics Library)
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Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach (Wordware Game and Graphics Library) ReviewOverall this is an exceptionally well written book. The text is easy to read, and concise, though that's not to say you understand everything the first time you read it.
The code framework is also pretty good, the naming conventions are decent and the code is clearly written. The framework is consistent throughout the book, and uses inheritance and minor polymorphism which manages to hide a lot of the Direct3D / Win32 initialization, so once you are past these chapters you needn't concern yourself with this code again, and you can intend focus on the code that Frank is trying to explain.
The design is also very modular, a good example of this is found in Chapter 21: Exercise 4 where it asks you to integrate an Environment Mapped sphere for the sky, and Normal mapped water, into a scene which shows a Castle and trees / grass. This was pretty easy, as it just required shifting a few art / source files and tying some loose ends.
The book contains many exercises, a lot of which I found very helpful in understanding the material presented in the text and code samples, they give a good sense of accomplishment and I recommend them if you want to fully understand the concepts taught, and most are generally doable with a bit of research into the DirectX SDK, and rereading the text.
The text also does an excellent job of explaining key DirectX functions, and is usually a lot more approachable than the SDK. It also explains the use of the DirectX texture tool, and Terragen ( a free terrain generator, which is very easy to use)
For anyone looking to learn DirectX 9, HLSL, and the fundamental concepts behind games, then this book will serve as a solid foundation for those willing to take the time to read and understand it.
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Learn BlackBerry Games Development Review

Learn BlackBerry Games Development
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Learn BlackBerry Games Development ReviewQuick review:
In my opinion, this book is a diamond in the rough. It is a gem compared to many other mobile gaming books (including the ones that focus on desktop gaming). The book is packed with very interesting and exciting game ideas that utilize many of the BlackBerry mobile phone features. The authors' walk you through, step-by-step on how to get your game designed, created, secured, deployed, and published onto the BlackBerry App World or on your own website via "Over the Air" (OTA). The book begins with many core gaming concepts which enable game programming enthusiasts to get up to speed and progress to intermediate and advanced level skills. I highly recommend it to developers already familiar with the following programming languages: Java, C/C++, Objective C, or C#. The book makes a very good attempt to provide examples for many popular BlackBerry models, OS versions, and other Java ME enabled devices. If you are a beginner programmer I do not suggest the book.
Pros:
*UML modeling diagrams.
*Source code listings that show both a cross platform implementation (MIDP) and a RIM specific implementation.
*Teaches Thread safety regarding your rendering and animation.
*Takes advantage of many of the mobile phone's supported features using MIDP and RIM APIs.
*Covers common interfaces for User Inputs Events:
- Keyboard - keyChar() key strokes - All BlackBerry and keyboard Java ME phones.
- Touch Surface - touchEvent() touch screen - BB Storm models
- Track Pad / Ball - navigationMovement(), navigationClick() optic track sensor or track ball center of phone.
- Accelerometer - getLastAccelerationData() - detects the tilting of the device.
- GPS - getGPSCoord() - obtains your Global Position on the Earth.
*Covers following topics & technologies:
- Graphics: 2D, 3D, SVG, OpenGL ES
- User Interface APIs: RIM, MIDP
- Communication: RIM Push API, HTTP, Bluetooth, SMS, Java USB (JSR 80)
- Location: GPS
- Sound: MIDI, MP3
- Misc: Accelerometer, XML, JSON, Google Maps API, Twitter API, DES, BES, BB MDS
*Depending on the particular game per chapter, most source code listings support practically all the popular BlackBerry platforms from RIM ranging from version 4.1.x - 5.0.x of the BlackBerry Operating System (OS).
*Game types covered: single player, two player, multi-player, First person 3D perspective,
Cons:
*No real cons.
*Recalling high school Math (Trig.) concepts.
*No bold type fonts to make code sections stand out more.
Three very compelling game examples that stood out with me were:
*Swing Saber - Using the phone's accelerometer, you can wield your phone like a Jedi Knight, with cool sound effects.
*Tweet Space Game - This multiplayer game uses scalable vector graphics (SVG) and Twitter's APIs to fly around in your very own spaceship and communicate with others using its hailing frequency (Twitter).
* Fox and Hound Game - This is a game that uses the Global Positioning System (GPS) or Location API on the mobile device (based on David Vavra's popular thesis, "GPS game for mobile framework Locify").

In conclusion, I highly recommend the book for people who want to get into the smart phone game development world. An added note: It is often difficult to write once run anywhere, especially in the mobile device industry. I would suggest to the reader that, depending on the target phone device and gaming context (type of game), he / she may want to make sure that their mobile phone is capable of supporting features discussed in various chapters. For example some BlackBerry phone models do not support 3D graphics libraries. I felt the book was evenly paced and well commented when explaining technical jargon. I trust you will enjoy the book as much as I have. The authors are very helpful with questions and answers relating to topics in the book. You can visit them and download the code at [...].Carl Dea
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Programming in Lua, Second Edition Review

Programming in Lua, Second Edition
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Programming in Lua, Second Edition ReviewThe Lua programming Language has been around for a while but this book by Roberto Ierusalimschy will be a mark in its history. The book managed to surpass every expectation I had for it, and I was eager! From someone with no Lua knowledge to those with Lua klocs in their backs, this book will be a great companion in a nice to read trip down the Lua 5.0 lane.
The book begins with the basic Lua elements and structures and then advances through control structures, functions, iterators and coroutines. Iterators and coroutines are one of those language features that may confuse the first timers, but the author manages to show the concepts and inter relations between them in a way that clarified the issues even for a seasoned Lua programmer. Alas, make no mistake, the whole first part is totally worthwhile for non beginners.
The second part of the book shows one of Lua biggest assets: tables and metatables. I've seen people sneer at Lua at first glance and then convert themselves to Lua evangelists simply for the features of tables and metatables. The author does his magic and makes a whole set of apparently complex concepts flow by the reader as fluid and logical as they can be.
By the way, fluency is arguably one of the major benefits of this book. The reader is taken from substrate to substrate of the Lua way of life without even taking notice. Every end of chapter left me with the satisfaction of having been presented with one more facet of Lua and with the tranquility that everything was falling in place at the right timing.
After tables and metatables, the book presents the concepts of Packages and Object Orientation in Lua. If you had any doubt ever that Lua was able to sustain "real" Modular/OO programming, be prepared to replace your dogmas. The book not only clarifies how to do it in Lua but also shows how easy and clear the coding gets.
The author ends the second part of the book with a great chapter on Weak Tables. I have to admit that I was somewhat refractory to Weak Tables before I read this book, but after this single chapter I was converted. May the name "weak" not influence your judgment on those Weak Tables. They are great, and the book showed more about them than I was expecting.
The third part of the book focuses on the standard libraries. Those would be the Table, String, I/O, Operating System and Debug libraries. Instead of repeating the contents of the Lua reference manual, the author manages to show lots of new information about the libraries by the use of examples and clear explanations. There are some points in Lua that can indeed be quite idiosyncratic at a glance, but this book is more than enough to clarify every one of them.
The fourth and last part of the book brings us the Lua C API. For the beginner Lua programmer this part will probably be skipped, but for the average programmer and most of all for the hardcore Lua explorer, this part will be pure delight. C programming is not for the faint of heart, but having a Lua interface for your C library is akin to the jackpot of embedded languages in my opinion.
This part of the book shows that the task of wrapping C code for Lua is not only feasible, but easily done once you grasp the fundamentals. Have one thing in mind, this was no small task for the author. Describing such an plethora of resources and how to use them in six chapters demands a clear yet straight to the point approach, and once again the book shines through.
Step by step the author shows how to deal with the Stack, to get arguments from and return values back to Lua, to handle tables (even those big ones), to call Lua functions from C code, to call C functions from Lua code, to handle strings, to handle state (using the registry, references and upvalues), and last but not least to use userdata types and metatables in C.
The last chapter of the book brings two examples of the use of the C API, one offers a directory iterator and the other a really nice example of binding an existent library (expat) for Lua use. Lots of my questions on the C API were dismissed with those two examples.
I should also reserve a praise for the book index. Not only I've found it complete but it is easy to understand some details of the Lua structure only by glancing at the index pages.
Conclusion
Being one of the first readers of this book was not only a great honor but also a great surprise. As a Lua old timer, I wasn't expecting to be presented to so many novelties, subtleties and jewels of programming in almost every chapter. Was I wrong...
If you have not seen Lua until now, this book is THE starting point.
If you are acquainted with other versions of Lua but have not studied version 5.0, this book is a great shortcut for your new endeavors.
Finally, if you think Lua is your native language and no book could teach you something worthwhile, think again. I was grateful I didn't skip not even one paragraph.
We've got the language. We've got the book. Let the revolution begin... :o)Programming in Lua, Second Edition Overview

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Shadows of Yog-Sothoth: A Global Campaign to Save Mankind (Call of Cthulhu Horror Roleplaying, #2010) Review

Shadows of Yog-Sothoth: A Global Campaign to Save Mankind (Call of Cthulhu Horror Roleplaying, #2010)
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Shadows of Yog-Sothoth: A Global Campaign to Save Mankind (Call of Cthulhu Horror Roleplaying, #2010) ReviewThis was the first campaign for CoC and has scenarios based on many great Mythos stories. Production standards were a bit lower in the 1980's than today, but it's the content that's great.Shadows of Yog-Sothoth: A Global Campaign to Save Mankind (Call of Cthulhu Horror Roleplaying, #2010) Overview

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Shadows of Yog-Sothoth: A Global Campaign to Save Mankind (Call of Cthulhu Horror Roleplaying) Review

Shadows of Yog-Sothoth: A Global Campaign to Save Mankind (Call of Cthulhu Horror Roleplaying)
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Shadows of Yog-Sothoth: A Global Campaign to Save Mankind (Call of Cthulhu Horror Roleplaying) ReviewThis 176 page soft cover book is a seven part campaign adventure for the Call of Cthulhu role-playing game. Set in the late 1920's, the scenarios can be played independently or as part of a massive campaign to halt the threat of a sinister cult who is trying to raise the city of R'Lyeh from the ocean's depth and release the Great Old Ones on the world. The campaign is geared towards more experience players although you could take a couple of newbies along as well.
In the first scenario, the investigators learn of the Group called the Hermetic Order of the Silver Twilight. The group has a secret cult interior that most of its members do not even know about. The investigators will join the Order and attempt to infiltrate its secret cult in order to discover its sinister intentions.
In the second adventure, a new group called "Look to the Future" attempts to finance and carry out the plots of the Silver Twilight. This adventure will result in a player or two taking a short but memorable jaunt into the future.
Part three takes the investigators to Scotland and the town of Cannich to encounter witches and the mythical Serpent people, in search of a missing archaeologist who discovers some ancient Pictish ruins and a mysterious disk. A tale influenced by Arthur Machen and Robert E. Howard!
The fourth adventure finds the investigators contacted by a Hollywood millionaire who wants them to find out the source of the problems on the set of his new film. They'll encounter ghostly images on an outtake reel and discover the sinister history of Devil's Canyon.
From Hollywood to Portland, Maine for the next scenario as the true plots of the Silver Twilight unfold and the investigators are faced with three terrible deathtraps.
Scenario six takes the action to one of the most mysterious places on Earth-Easter island and it's massive stone statues in what will be the most dangerous adventure yet.
Everything climaxes in "The Rise of R'lyeh" as the investigators travel to that island, now risen from the ocean, for the final battle against the Lords of the Silver Twilight.
In addition to these seven connected adventures, the book also provides two additional scenarios geared towards newer players. "People of the Monolith" is based upon "The Black Stone" written by Robert E. Howard in probably his most famous Cthulhu Mythos tale. The other scenario, "The Warren" takes the players to Boston to investigate the deserted Boucher estate and attempt to locate a friend of one of the investigators.
While I've been role-playing for over 25 years, I'm a relative newcomer to "Call of Cthulhu". What impresses me most is how great a job the designers do in making things easy on the GM or Keeper. It makes no assumptions that you're already an expert and leads new Keepers like myself along with thorough information. The inclusion of handout materials in the form of mock newspaper articles, telegrams, photos, etc, that can be copied for the players is a great touch and does a far better job of conveying the feelings of suspense and dread than I eve could if I merely tried to describe the action for the players. They realize full well how important mood is to this game and do everything they can to help the keeper convey that to the players. They even provide tips on what kind of music would be appropriate to play in the background during certain adventures. I never saw that in D&D before! An excellent campaign for players of this game. Better for experienced players but even new players can get through it with a little help from the Keeper.
Reviewed by Tim Janson
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