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Building a 3D Game Engine in C++, by Brian Hook

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Everything you need to create your own 3D game engine
Most game programming books hand you a finished game engine and then tell you how to add on a few features, so you're locked into someone else's design from the beginning. But why compromise? This book shows you how to build your own custom engine from scratch using AST3D, a powerful 3D graphics library that's included on the disk. Now you can build the game you want, and you'll never have to pay a licensing fee again.
This book/disk set, written by professional game programmer Brian Hook, gives all the technical details, shortcuts, and tricks of the trade he had to learn the hard way. Find out how to:
- Design and develop games like the professionals
- Create real-time 3D graphics games
- Implement collision and boundary detection
- Create "intelligent" entities using AI algorithms
Disk includes:
- AST3D, a C++ library specifically designed for 3D game programming
- Source code for Borland and Watcom C++ compilers
- An original 3D game engine you can use to create your own games
- Sales Rank: #1389275 in Books
- Published on: 1995-07-06
- Original language: English
- Number of items: 1
- Dimensions: 9.21" h x 1.00" w x 7.48" l,
- Binding: Paperback
- 448 pages
From the Publisher
Written for experienced C/C++ programmers who want to understand all the issues that go into creating a game engine so they can build one that meets their unique requirements. The book contains complete technical information and programming codes needed to create 3D games from scratch. Topics range from developing 2D/3D graphics to programming specific input devices, collision detection, and using artificial intelligence algorithms to make "intelligent'' monsters for the game. The accompanying disk includes a C++ Library of programming commands, source code for Borland and WATCOM C++ compilers, and a working game engine built with methods described in the text.
About the Author
BRIAN HOOK is a software engineer who specializes in creating 3D games that run under DOS. Brian has been programming professionally for six years, and has worked as a contractor for several game companies, including Rocket Science. He has also published articles in Dr. Dobb's Journal and PC Techniques. from scratch!
Most helpful customer reviews
6 of 6 people found the following review helpful.
It is a good book
By Rustam Abzaletdinov
I purchased this book in 1995 when I was migrating from C to C++. Stepped through the code in the debugger, and put it aside, as it was for DOS, and I wanted to have a real Window, not DOS screen. Later, with Charles Petzold's "Programming Windows" help, I ported 3D engine DOS code to Windows31 and it worked, but I have to adapt it to the Windows events/kbd/mouse processing. Now in 6 years I recompiled the Windows 31 version on Windows 2000 Advanced Server in VS.NET Beta1 - it compiles and runs(!). I am learning C# these days, and will try to re-write Brian's engine in C#. My point is that the ideas of 3D engine experssed in this book are fundamental, as they are absorbed from the knowledge of many talented people named in the book. The bulk of engine design and the code is solid, it just takes time and patience to gain necessary experience to understand the engine, adopt it to the event-driven model, and move it to the platform of your choice. Overall book is worth the money spent for those who want to learn the core of 3D programming.
6 of 7 people found the following review helpful.
Great but don't expect to create unreal engine..
By Martin Nielsen
I bought this book many years ago because a friend of mine was going to buy it and asked if he should order one for me too. Yeah sure, why not. At that point even 2D game programming was a challenge for me, so I never read the book.
Now about 5 years later, and after reading "3D Math Primer for graphics and game Development", I wanted to apply some of my new knowledge, to show a simple filled cube on screen.
I started reading the book. Brian Hook at the time had a 486 and the OS was dos. The book does not explain OpenGL or Direct3D. It is completely software 3D. I like this fact. I don't expect to use the result for anyting other than knowledge. I want to know how 3D works under the hood, before I try OpenGL or Direct3D.
The examples are very easy to follow. I have now achieved to show a spinning cube on the screen which was my goal and I'm looking forward to read on and apply texture mapping.
Conclusion:
Great book if you know matrices and vectors but have no clue about how to apply it to programming.
Great if you only expect the book to help you with the first few steps into 3D programming. Don't expect to create Unreal engine or something like that.
I give it 3 stars. Maybe it deserves more but still, it IS dated and I'm taking this into consideration as well.
3 of 5 people found the following review helpful.
Not too bad...
By David L. Sharp
I don't know why some of these other losers are so upset that the book didn't show them how to write a game. If they'd bothered to read the title, they'd know that it never claimed it would do that. Instead it claims that it will teach them to build a 3d Gaming ENGINE!!! An Engine, NOT A GAME!!!
When viewed from the perspective of teaching you how to build an ENGINE, it succeeds quite well. I liked the fact that he explained why he used some features of the C++ language but not others. His explanation of fixed point arithmetic in particular was enlightening, as some of the implications of its use aren't immediately apparent.
All in all, I thought it was an informative book.
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