Books for/about - graphics development


 

 
Adobe GoLive CS2 Classroom in a Book (Classroom in a Book)

Publisher: Adobe Press
Authors: Adobe Creative Team

ISBN: 0321321863
List Price: $49.99
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Avg Cusomer Rating: 2
Reviews:
Summary: Only the Basics
We purchased the GoLive software because it promised to do "everything" we could possibly want for our business website ... we purchased the GoLive book because we needed help figuring out how to make this non-user-friendly software fufill its promises. The book only covers the simplest of web designs and does NOT go into detail regarding anything that we require. We were very disappointed. I would only recommend this book or software to those who want a very simple, very generic website.
Summary: Good book for getting up to speed
Since there are so few books on GoLive CS2, or any verions for that matter, I would say that right now this is the best book you can buy on the subject. No errors that I found and everything seems to be covered well.
Summary: Adobe CS2 GoLive Classroom in a Book
This is the best manual, yet. Much better than previous versions. It is error free. I found that all the misakes I made in learning the tool placement were my poor eyesight and understanding. All examples are to the point and you are given excellent opportunity on how to do work on your own. Like in extra credit. This is an essential book in learning GoLive. Take your time, do a chapter at a time. I would not be without it.
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Microsoft Office PowerPoint 2003 Step by Step

Publisher: Microsoft Press
Authors: Online Training Solutions Inc. Inc. Online Training Solutions

ISBN: 0735615225
List Price: $24.99
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Avg Cusomer Rating: 2
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Summary: This should have been the manual
This is certainly as dry as a computer manual, so Microsoft could have included this as at least a PDF with PowerPoint. So did not do that and now they want you to buy this separately. That itself is reason to not buy this book and look at other alternatives.

My favorite others are:

How To Do Everything with PowerPoint 2003
Cutting Edge PowerPoint for Dummies
PowerPoint 2003 Visual Quickstart Guide
Summary: Microsoft Office PowerPoint 2003 Step by Step
Very easy to follow and teach from. It's also very easy for those that I'm training to follow from as well.

Very well written.
Summary: Office PP 2003
This Powerpoint book was very well written. The information was precise and easy to follow. I recommend it to anyone planning to get Microsoft certification.
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Mastering Unreal Technology: The Art of Level Design

Publisher: Sams
Authors: Jason Busby Zak Parrish Joel VanEenwyk

ISBN: 0672326922
List Price: $49.99
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Avg Cusomer Rating: 5
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Summary: Great Book!
I was brand new to all aspects of game design, and I had no idea where to start. So I opened up the book preview in the Unreal Tournament folder and saw this book. I went up to borders and bought it a week later. I've had this book for almost 3 weeks now, and Holy Crap! From the start, it explains the history of the Unreal engine and gives you a close up look of all the tools used. It has in-depth tutorials that make designing your first map a breeze. The CD contained in the book also has the May 5 Personal Learning Edition on it. In fact, the CD is my only complaint. This book expects you to use the CD for every texture and static mesh used. Overall, the book is a must buy for any begginner.
Summary: Unreal Mapping.
This book is the best and only one book published in Unreal technology nobody beat this tutorial book for mapping in Unreal tournament 2004 I recommend this thick book to anyone wanting to master the Unreal editor.
Este libro es una masa compralo chabon Aguante Argentina.
Las Malvinas son Argentinas.
Summary: deception
The book is misleading in that it says you can use the editor supplied with the CD to create the tutorials. YOU NEED UT2004 to create the tutorials.Page 3 of the introduction states" the book includes a CD packed with all the necessary assets, the Unreal Runtime Engine demo..." This implies that the only thing you need is the book and CD. WRONG!!
Also, many of the tutorials have mistakes in them...which are corrected in the 3dBuzz web site forums. Good luck! and lots of patience.


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Digital Video and HDTV Algorithms and Interfaces (The Morgan Kaufmann Series in Computer Graphics)

Publisher: Morgan Kaufmann
Authors: Charles Poynton

ISBN: 1558607927
List Price: $64.95
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Avg Cusomer Rating: 5
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Summary: Outstanding book on video technology
"Digital Video and HDTV Algorithms and Interfaces" is definitely the best book on video and television I have ever hold in my hands.

It really covers all aspects of this field - from the fundamental main topics down to specific, but important details. However, an ambitious beginner will find this book as easy to read as veteran TV engineer, as the entire book is extensively internally referenced, and annotated with plenty of additional and helpful information on the page margins.

Its typography and graphical presentation is a real pleasure, as well as the thematic structuring.

It has to be mentioned for readers outside the U.S. that the book covers both NTSC/525 and PAL/625 systems equally comprehensively, which is by far not the case for most other publications that usually address only one of both worlds and handle the other one rather alongside.

Furthermore, the author provides a great suppport by constantly updating the errata on his website and gladly appreciating contributions of typographical errors etc.
Summary: Not easy
I bought this book to understand basics and fundementals , it's quite organized and has a lot of info. in it , but you must have a good background to keep on reading and even you must have a lot of refrences to go back to while reading this book, at the first chapters there are instants that you need to go to chapter 16 to read then come back, I say this book is wonderfull if you have a good solid background ( mathematically and numericaly in Video standers and transforms... ).
Summary: Excellent Resource!!!
This is an excellent book especially if you are an engineer like me who is working on Digital TV and HDTV products. It could also serve as an excellent textbook for college courses. I finished reading the book in about 5 days, and now I feel very confident about my HDTV knowledge. Make sure that you read the errata on the author's webpage before you start reading the book.
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Beginning C++ Game Programming (Game Development Series)

Publisher: Course Technology PTR
Authors: Michael Dawson

ISBN: 1592002056
List Price: $29.99
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Avg Cusomer Rating: 2
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Summary: IT IS NOT ABOUT GAMES
this book is good for teaching C++. however, it has nothing to say about Game programming. the author is using simple DOS games to show you how to program in C++. so if you are interested in real Game programming, don't buy this book. if you want to learn C++ using simple DOS games, then this is the book for you.
Summary: Very good, but not for the absolute beginner
This is a great book for game programming, though if you are just starting out, get a book that more easily understood. learn the basics of programming, then come back to this
Summary: Tries to do way too much in way too small a space
Chapters 1 through 8 were pretty good. They were mostly easy to follow and had good examples. Chapters 9 and 10 were terrible. The author acted as though he were writing for the obfuscated C contest.

Inline functions are nice, but not for those of us who haven't seen the material before and need to know what is going on. Is it really necessary to write code like this for beginners:

Player(const string& name = ""): m_Name(name), m_pNext(0) {}

especially when the variable name (in parens by member m_Name) is passed through two functions before it gets here? The first variable name in this function is a default value not passed from any previous functions. I can do nine things in each line in my code too, but not if I want others to understand it. Code like this is not helpful for students.

It would be nice to have a little consistency as well. Writing code for functions like this:

Critter(const string& name = "")
{
cout << "Constructor calledn";
m_pName = new string(name);
}

and then two functions later like this:

Critter(const Critter& c)
{
cout << "Copy Constructor calledn";
m_pName = new string;
*m_pName = c.GetName();
}

to do essentially the same thing but in two almost irreconcilable convoluted styles is just plain useless.

If I hadn't had 3 other C++ textbooks and a professor to ask questions to, I never would have been able to follow chapters 9 and 10 at all. A poor waste of my time.

The splitting code into seperate files exercise is appalling. The example given in the book splits code from one file with 15-20 lines of code into three small files with 5 or 6 lines each. Not bad, you can see what went where. The exercise itself is for splitting a monster file with a whopping 491 lines of code in it into 16 files: 8 header files and 8 code files. And naturally, to make the exercise even worse, the author adds the so-called hint:

The exact details of how you get a project contained in multiple files to run depend on your compiler, so check out its documentation.

The only reason I did not give this book 1 star is for the first 8 chapters which are written fairly well. For anyone using this book on thier own: just give up on the last 2 chapters.
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Andrew Rollings and Ernest Adams on Game Design

Publisher: New Riders Games
Authors: Andrew Rollings Ernest Adams

ISBN: 1592730019
List Price: $49.99
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Summary: Came in well
The book was great in condition and looked new and it came in fast like promissed.
Summary: Describes more than Explains


This book is enjoyable for anyone interested in computer game design. However, enjoyable and illuminating are two different things. Beginning with the obviously misguided analysis that computer games are not an art form because the process of designing them is not all a matter of creativity, but that of skill and calculation as well (which is the way it is for any art form), the authors begin a journey of, well, describing what computer games are like.

Overall, the book seems more to describe than explain, more to report than interpret. There arises no general, well defined thesis from its 500+ page volume. At best, this book can be said to raise a lot of issues which a designer ought to have in mind when designing a game.

However, the vast majority of the issues raised are either of secondary importance or generally irrelevant. It breaks down the process of game design into topics in a way which is neither natural nor logical, and proceeds to pursue a rather sizyphusian discussion of each of these topics in turn. These are: What is Game Design?, Game Concepts, Game Settings and Worlds, Storytelling and Narrative, Character Development, Creating the User Experience, Gameplay, and The Internal Economy of games and Game Balancing.

This division makes very little sense. These topics are all so closely related, some to the point of overlapping, that attempting to develop a theorem which deals with each of them separately would result in exactly the kind of negligible book we have before us.

Actually, it would be impossible for the authors to develop any meaningful discussion of their subject, because they fail to define a) what we are trying to create and b) how do we measure our success. Nor can such a definition be induced from this overflous and superficial book. Without this definition, there is nothing that binds the book's pieces together (and, actually, had the authors bothered to provide a rigorous definition, they would have realized that no reasonable definition could be found for the garbled mess they've created), and it remains a pile of expressions in the spirit of "some people did this in some games, and some people did that in some other games". In short, the book does an admirable job in showing how NOT to perform a critical analysis of a subject, not to mention attempt to construct a wholesome theory.

While the book can be interesting at times, mainly because it makes one think on how such a book SHOULD be written, it is chuck full of assertions obviously made on the basis of misunderstandings, like the authors' curious misuse of the term Suspension of Disbelief, or their suggestion of the Hero's Journey narrative template as an object of imitation rather than a tool for analysis.

The authors' goal with this book also seems questionable. At one point, they assert that, even were it possible, we wouldn't like our player to be tormented by remorse after taking an immoral action in the game. Why? isn't moral education one of the most important and unique roles of art? If it were indeed possible, and I'm sure it is, it would've been a glorious achievement for this medium, one which would put all its previous achievements far behind.

Or are the authors only interested in computer games as a source of pure fun? If so, I suggest they invest their impressive talent and enthusiasm in cooking or adult toy design - a medium's greatness lies not in the fun it offers, and these repeatable fields are all about fun.

An interesting book for raising a large scale discussion, but one which falls short of grasping the deeper principles of its subject, and is, therefore, unimportant.

Summary: Advances the field of game design knowledge
The first half of this book is great, and the chapter on *What Gameplay Is* alone makes this book more than worth it. Rollings and Adams propose a new definition of game - to replace Sid Meier's off-the-cuff definition "A series of meaningful choices" - that is more general, more liberating, and more true. So anyone who is annoyed by the fact that their favorite linear platformer supposedly isn't a game by the Meier definition can turn to this. It sounds like a small thing, but so many designers quote the Meier definition so often I expect that this small pebble will create ripples that will effect the kinds of games we see in the future. By focusing on challenges rather than choices, Rollings and Adams have changed the way I think about game design.

Also, while Rollings' other book is most suited for people making strategy games, this book really is general enough to be a worthy read for anybody working on any kind of game.

I only gave it four stars because, for me, the last half of the book--summary chapters of different game genres--was mostly throwaway, rarely going into very much depth or telling me information I didn't know already.


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Microsoft Office FrontPage 2003 Step by Step

Publisher: Microsoft Press
Authors: Online Training Solutions Inc. Inc. Online Training Solutions

ISBN: 0735615195
List Price: $24.99
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Avg Cusomer Rating: 2
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Summary: Microsoft is great with software but not with documentation
I ordered this book as well as Special Addition Using Ms FP 2003 The only FP2003 book you'll ever need. This is the book to get!! The microsoft book does not really do a good job of fully explaining the topic. To me it was very confusing. The other book I just mentioned is 3 times as thick and goes from very basic to very advanced. So as you grow the book will be there for all the information. I will be returning this book and keeping the Special Addition.
Summary: 3 books on learning FrontPage 2003
I actually bought 3 books: Microsoft FrontPage 2003 Step-by-Step, Microsoft FrontPage 2003 Inside-Out, and Que Special Edition Using FrontPage 2003.

Step-by-step is a very useful starting point, but you'll soon run out of this book. By far, the best of the 3 is Que's Using FrontPage 2003 - it is excellent! FrontPage 2003 Inside-Out is good IF you're interested in Active Server Pages.

But all in all - if you want to buy just one I recommend Que Special Edition Using FrontPage 2003. The format lets you learn by solving problems that you run into. For example, you want find out about Banners, the book not only answers your questions but gives you the background and advise on using the feature. And the author is very candid about suggesting when to use and NOT use a particular feature. The authors obviously have used the product for real-world web sites and really wanted to share their experiences and knowledge.
Summary: Provides Only a Spefic Example Included on The CD
Does not provide directions for "Step-by-Step" creation of your own original web site. It continously refers to the example on the included CD so you recreate that website.

Poorly written and confusing. Do not waste your money if you are trying to build a custom website.
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Programming a Multiplayer FPS in DirectX (Game Development Series)

Publisher: Charles River Media
Authors: Vaughan Young

ISBN: 1584503637
List Price: $49.95
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Summary: Man does this book suck!
This book is terrible! You read through the whole thing, and you don't even learn anything!

I would strongly recommend people not to buy this book.

Otherwise, you just wasted 30 dollars on worthless bs.
Summary: Good but not perfect
This book gives the reader a good general understanding of how networked gameprogramming works, and also a good bit of information about the internals of a complete game engine. The downside about this book is that it uses mixed hardware/software vertex processing which results in noncompatable programs with my laptop, however, if you change that to only software and recompile every demo then it works greate (A setting in CreateDevice()...), but slow (on my laptop...),, the occlusion checks ain't the best, and the partitioning on load is slow,, slow as in - you cant augment the code for profiling or it will be runnig for more then 15 minutes on a 1.03GHz laptop... ("more then" due to the fact that i aborted it....) and the use of 3DsMAX files as levelmodels... and the occlusions based not on the real environement but on objects placed in the scene.. (invisible...)...

Except the minor none-perfect things this book is GREATE!!! AND a BIG NOTE: The minors noted above ain't to bad,, it just looks like much when it's writen down,, and I think that this book is a good read for everyone,, and I do REALY recomend it... however, i give it 4 of 5 due to the recomile things and the occlusion,,, however, this book ain't about perfekt rendering,, it's about connection a game to the internet :)... and it gives you MORE then plenty :)
Summary: A perfect book for beginners/intermediate level programmers
This is a PERFECT book for intermediate level programmers that have a decent
knowledge of C++ and basic knowledge of DirectX and have always wanted to build their own 3d game.

This is the only book (as far as i know) that guides you from the beginning, and explains
every important part of the engine code.
in every chapter new features are added to the engine and in the end
you have a full working FPS engine!

Great!

Author explains not only usual stuff that can be seen in every other book (how to setup a DirectX or use DirectInput), but also goes into detail on how to design your engine writing
a reusable code and build that can later be easily improved.

Topics covered are Engine Design, Engine Control, Scripting, Rendering, Sound, Networking, Materials and Meshes, Objects, Scene management etc.

I wish that all programming book were written this way.

Absolutely recommended.
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