Beginning OpenGL Game Programming FROM OUR EDITORS
The Barnes & Noble Review
OpenGL lets you create stunning real-time game graphics and deliver them on nearly any platform. Itᄑs complex technology, though. Where, exactly, do you start? With Beginning OpenGL Game Programming, thatᄑs where.
This concise book starts with all the basics: states, primitives, transformations, matrices, colors, lighting, blending, fog, bitmaps, texture mapping, and more. Youᄑll learn to use OpenGL extensions (especially important on Windows platforms); and how to use multitexturing and other advanced texture mapping techniques. Since games are never fast enough, the authors also introduce three powerful optimization techniques: display lists, vertex arrays, and frustrum culling.
To help you reach the huge Windows market, this book contains just enough Windows-specific coverage. Everything else is thoroughly cross-platform. Bill Camarda
Bill Camarda is a consultant, writer, and web/multimedia content developer. His 15 books include Special Edition Using Word 2003 and Upgrading & Fixing Networks for Dummies, Second Edition.
FROM THE PUBLISHER
With Beginning OpenGL Game Programming, you'll learn how to use OpenGL to develop games using high-performance graphics and game libraries. Focusing solely on topics related to graphics and OpenGL, this comprehensive guide gives you the skills you need to unleash the power of OpenGL 1.5 and create realistic, real-time graphics. If you are just getting started in 3D game development and are confortable programming in C++, this guide is your ideal introduction to OpenGL. By the time you finish this book, you'll understand the basics of OpenGL and be able to apply your newfound skills as you create your own games!
SYNOPSIS
Appropriate for programmers familiar with C++, this guide explains how to develop games using high performance graphics and game libraries, introducing both functions for creating objects in a 3D scene and moving objects around in the scene. Topics include primitives, transformations, matrices, colors, texture mapping, and vertex arrays. The CD-ROM contains source code, a math primer, advanced chapters, and the OpenGL easy extension library. Annotation © 2004 Book News, Inc., Portland, OR