Acknowledgments
Thanks to Mike Stephens, Carol Ackerman, Mark Renfrow, Rhonda Tinch-Mize, David Franson, Andy Beaster, and the rest of the gang at Sams Publishing for making this yet another pleasurable writing experience. A big thanks goes to my
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Introduction
Although it's kind of hard to imagine now, there was a time not so long ago when the concept of a video game was a "pie in the sky" idea. Computers were
Video games are interesting in that they represent the first form of interactive digital entertainment. Perhaps more importantly, video games represent the first truly interactive art form. When you think about it, there aren't many paintings, sculptures, or musical compositions that allow you to interact with them and change them in any way. Video games allowed their
If you think this introduction is setting you up for a book filled with nostalgia and artsy video game talk, think again. Although I appreciate the history of video games, as well as the artistry that goes into their design, I realize that you're interested in creating your own games. The trick is to learn from the past while
I'm sure you already know that computer programming is a challenging, yet
This book tackles each game programming discipline one at a time, and in a manner that allows you to build one skill on top of the previous one you just learned. The end result is that you start with a few fundamental game programming skills, and slowly build up a base of knowledge that allows you to tackle increasingly more complex games. The significance of this approach is that it allows you to ease into game programming a step at a time, with a focus on
Will this book make you a game programming guru? Not exactly. The idea here is to provide you with a solid foundation in game programming skills that you can use to create interesting games of your own. This book does not cover DirectX, which is Microsoft's advanced game programming library. DirectX is a complex technology used to create commercial games. You should definitely aspire to learn DirectX if you decide to get more serious about game programming, but the purpose of this book is to show you how to create fun games with a minimal amount of pain. DirectX has a significant learning curve, so I decided that it was best left to more advanced game programming books. The good news is that you don't need DirectX to create interesting and highly entertaining games of your own, as you learn throughout this book. |