OpenGL Game Programming / Edition 1

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This robust CD contains source code from the book as well as examples of OpenGL games in the online game development community. Also included are a variety of tools such as the OpenGL libraries, GLUT, Paint Shop Pro shareware, and sound editing software. This book is a complete guide to game development using the OpenGL graphics API. It also covers how to integrate the non-graphical elements of Microsoft's DirectX into OpenGL games so that users can incorporate sound, music, and network functions. Teaching users how to use OpenGL to create dynamic 3D environments and effects for use in game development.
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Product Details

  • ISBN-13: 9780761533306
  • Publisher: Cengage Learning
  • Publication date: 5/1/2002
  • Series: Game Development Series
  • Edition description: Older Edition
  • Edition number: 1
  • Pages: 808
  • Sales rank: 1,557,511
  • Product dimensions: 7.48 (w) x 9.16 (h) x 1.70 (d)

Meet the Author

Kevin Hawkins received his master¿s degree in Software Engineering and his bachelor¿s degree in Computer Science from Embry-Riddle University. He is currently a software engineer at Raydon Corporation, where he is part of the Software Architecture team, developing new software architectures and techniques for the company¿s simulation product line. Along with Dave, he is co-founder of and co-author of OpenGL Game Programming. Besides the technical and engineering stuff, Kevin was drafted to play professional baseball by the Cleveland Indians in the 2002 Amateur Draft, but decided not to play. He enjoys playing guitar, reading, surfing, golfing, working out, and playing with his dog, Jak.

Dave Astle received his bachelor's degree in Computer Science from the University of Utah, where he specialized in graphics, artificial intelligence, networking, and compiler theory and design. He has been programming games professionally for several years, and is currently a senior engineer in the Gaming and Graphics group at QUALCOMM Inc. He is the cofounder and Executive Producer of, the leading online community for game developers. He is the co-author of OpenGL Game Programming, has contributed to several other game development books, and has spoken at industry conferences, including the Game Developers Conference. When not absorbing radiation from his monitor, Dave enjoys music, reading, skating, collecting rhinos (not real ones¿ yet), and playing with his five kids. He lives in San Diego, California.

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Table of Contents

Part 1: Introduction to OpenGL and DirectX 1. The Exploration Begins: OpenGL and DirectX 2. Using Windows with OpenGL 3. An Overview of 3D Graphics Theory Part 2: Using OpenGL 4. OpenGL States and Primitives 5. Coordinating Transformation and OpenGL Matrices 6. Adding Colors, Blending, and Lighting 7. Bitmaps and Images with OpenGL 8. Texture Mapping 9. Advanced Texture Mapping 10. Display Lists and Vertex Arrays 11. Displaying Text 12. OpenGL Buffers 13. OpenGL Quadrics 14. Curves and Surfaces 15. Special Effects Part 3: Building a Game 16. Using DirectX: Direct Input 17. Using DirectX Audio 18. Working with 3D Models 19. Physics Modeling with OpenGL 20. Building a Game Engine 21. Making a Game: A Time to Kill Appendix A: Online Resources Appendix B: Using the CD
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Customer Reviews

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  • Anonymous

    Posted March 8, 2003

    OpenGL... But ONLY for Windows?!?

    While this may be a good book for those interested in WINDOWS-ONLY programming, it offers nothing for those of us looking to program games cross-platform. I'd suggest those of you looking to program for JUST WINDOWS to get DirectX Game Programming... This book was a waste of my money.

    0 out of 1 people found this review helpful.

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  • Anonymous

    Posted September 1, 2001

    BUY IT NOW!!!

    Ok I wouldn'tt say that exactly, but it is a very good book. Any novice C++ programmer or beginning/intermediate OpenGl programmer can benefit from this book. It also teaches DAudio and DInput, which are hard enough as it is (Microsoft did produce it, you know). But, the title is a bit misleading. If I didn't know that this book was supposedto be about game programming, I wouldn't be able to tell. Most of the context was oriented toward graphics programmers, for the most part. Sure the physics chapter is okay, but it is too overly complex to be applicable to game programming and maintain decent performance. Some the formulas are off too, but the best game programmers are mathematicians, anyway. And believe me, this won't be your last stop. You'll definitely be looking up resources on the internet to supplement what you learn, but that applies for any book. Overall, though, this is a good book.

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