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- From: mickwest@aol.com (Mickwest)
- Newsgroups: rec.games.programmer
- Subject: Review of "Tricks of the Game Programming Gurus"
- Date: 20 Aug 1994 19:53:03 -0400
-
- Review of "Tricks of the Game Programming Gurus". LaMothe, Ratcliff,
- Seminatore & Tyler. Pub. SAMS Publishing (Macmillan), ISBN 0-672-30507-0.
-
- It's amazing what they put on the back of books these days. You truely
- cannot judge a book by its cover anymore. The blurb on this book states
- "Create your own exciting, action packed, award-winning interactive
- games", "Master advanced bitmap graphics, artificial intelligence, 3-D
- graphics, I/O basics, high-speed 3-D sprites, and character animation",
- "Develop dazzling art, ...", and, most misleadingly, "Gain a solid
- understanding of the programming techniques used for 3-D games such as
- Doom".
-
- All a bit of an exaggeration., this book covers a wide range of subjects,
- mostly not at a level accessible to an absolute beginner, and mostly at a
- level that does not really reach that of a professional prgrammer, let
- alone that of a "Game Programming Guru", and certainly not the level of
- the authors of "award-winning interactive games".
-
- However, false advertising aside, this is a very useful book for someone
- starting out in the field of PC games programming, someone who has some
- experience of programming in C and assembly, and a vauge understanding of
- the terminology.
-
- The book plunges you in at the deep end with an introduction to Assembly
- language, and the first few chapters all deal with technical PC related
- topics that provide a good grounding in the subject, providing you already
- know something about it.
-
- The book names four authors, but all but two of the nineteen chapters are
- written by Andre LaMothe, and I find his style to be rather off the cuff,
- with lots of glib little remarks. It seems almost as if he wrote the book
- in one sweep, off the top of his head with little thought to how the
- readers will view what he has written.
-
- What he writes will make perfect sense to him, it mostly makes perfect
- sense to me, but then I've been programming games for ten years. But to
- someone who knows little about the subject, I feel that this book will be
- very dificult to get into. LaMothe unconciously assumes a certain level of
- understanding that is not going to be there.
-
- Take the explanation of double buffering:
-
- (Page 150)
- "Method one is double buffering. The entire screen is draw on an
- off-screen buffer, then the entire screen is blasted to the video buffer
- at once. This minimizes messing with all the small sections of the video
- buffer, and does its job in one big movement of data."
-
- He then shows a graphical example, with the size of the buffer
- incorrectly show as 14,000 bytes (A typo, sure, but a very obvious one).
-
- Sure, you can understand the explanation, if you already know what it
- means. But what if you have never heard of double buffering before? The
- explantion does not make it clear that it is the contents of the
- off-screen buffer that are "blasted" to the video buffer. It reads like:
- "Draw the screen off screen, then blast the screen into the video buffer".
-
- The whole book is ladened with good intentions, but this lack of
- understanding prevents them from coming through. As well as being
- confusing the style can be annoying at times, take page 718
-
- "I feel as if I've left you out to dry by not putting sprites into the
- world. I'm sorry, but I really want you to do this yourself. It will build
- your character. I will give you some hints though."
-
- BUILD MY CHARACTER! Heck Andre, I bought the book to learn about video
- games, if I want to build my character I would have have gone to the
- "Personal Growth" section of the bookstore. Still, I suppose he could be
- joking, it's difficult to tell.
-
- The most misleading thing on the back of the book is the claim that it
- will tell you how to program games like Doom. This is a WILD exaggeration.
- All it does is provide you with a VERY simple ray-casting engine of the
- type used in Wolfenstein. Doom is a whole order of magnitide more complex
- than this, even if we only look at rendering the walls and floors. All the
- game logic and frightfully complex data structures in Doom are not even
- touched on in the book.
-
- This failure of this book to deliver what it claims just makes me realize
- the sheer immensity of the task. What is explained in the book is usually
- explained very well. However it is the middle of the explanation, missing
- out the basics needed for understanding, and stopping short of the level
- required for commercial games. If the book were to go into the kind of
- detail required to fulfill its claims, it would be around five thousand
- pages long. In the 744 pages it has now it performs a useful task.
-
- With my stated reservations in mind, the chapters on algorithms and
- synthetic inteligence are quite good. The explanation of finite-state
- machines is very good, considering FSMs are an important concept in
- advanced games programming.
-
- Andre is not a Game Programming Guru. He seems to write about things that
- he has never even tried before. Take his explanation of recording a demo
- mode on page 453. He basicly says you should sample the state of the
- joystick every 1/10th of a second and record this to be played back later.
-
- Anyone who has ever done a demo mode can tell you that this approach will
- simply not work. If the recorded joystick inputs do not match exactly with
- the actual inputs for EVERY game loop, then they will swiftly get out of
- sync. Even an error of one frame, or as little as 1/70th of a second will
- swiftly accumalate and cause the demo to go wrong.
-
- Andre actually admits that this approach does not work, on page 717 "...
- none of the techniques I used took into consideration the temporal aspects
- of the game and its lack of synchronous timing". It seems Andre has never
- written a demo mode before. Looking at his profile, it also seems he has
- never worked in the games industry before.
-
- Is the book worth buying. Well, you have to weigh several factors. It
- costs $45, though you get a CD with that. It does not really do what it
- claims to do. But it does give an excellent (for all its faults)
- introduction to the art of programming PC games. It assumes a certain
- level of knowledge and is not suitible for the total beginner in games
- programming.
-
- The title is misleading, and I'm sure it is only like that as a follow up
- to "Tricks of the Graphics Gurus". The text on the back of the book is
- misleading, and there is no excuse for that.
-
- It's a nice reference book to have on the shelf, but don't rely on it
- alone to teach you what you need to know. Like any aspect of programming,
- you learn by example and experimentation. This book is a very useful
- source of examples and basic knowledge. But does not live up to its
- claims.
-
- Mick West. (Mickwest@aol.com)
-
-
-
- From: Lee Lorenz <llorenz@delphi.com>
- Newsgroups: rec.games.programmer
- Subject: Re: Review of "Tricks of the Game Programming Gurus"
- Date: Sat, 20 Aug 94 22:20:53 -0500
-
- That was a pretty good review of the book, except I have to disagree with you
- on the conclusion that a total beginner might be lost... this book is a pretty
- good introduction to the basic concepts, and I think it would be well served
- to be followed by books on specific subjects, like Raycasting engines (The
- book promises a DOOM-like engine, but it is actually more Wolfenstein-like;
- that is no ceilings or floors). Like Flights of Fancy, any book attempting
- to explain Game Programming from scratch can't possibly cover advanced
- subjects.
-
- To SAMS credit on the user-level, the back clearly states "Intermediate-Advanced
- I think this is a good starting point for a more advanced series by SAMS,
- and I would like to suggest the following titles:
-
- Puzzle Type
- Scrolling Shoot-em ups
- Raycasting Engines
- Flight Simulators
- Adventure Games (RPG)
- War Games
-
- Also, I would like to have seen more reference to 32-bit C compilers. Oh well.
-
- Lee
-
- From: rompel@bilge.water.ca.gov (David Rompel)
- Newsgroups: rec.games.programmer
- Subject: Re: Review of "Tricks of the Game Programming Gurus"
- Date: 21 Aug 1994 07:22:59 GMT
-
- ****************************************************************
- Inserted later in reply to request for permission ot include my
- usenet post in the review:
-
- Please excuse any offensive/stupid remarks in the following.
- I was rather frustrated with the lack of depth of the material.
- As it turns out I did not return the book as I originally planned
- but gave to to a friend who it would be more appropriate for.
- Except for the emotional harping my opinion still
- stands... It lacks the depth to be of much use except as a
- introduction to game programming...
-
- In basic I completely concure with the formal review by
- mickwest@aol.com
-
- Please send all flames to /dev/null as I don't need or want them
- and to the Author & Publisher sorry but these are my opinions as
- a consumer and competant programmer ( though poor speller ).
-
- These these opions are mine and do not reflect those of this
- site or my employer!T
- *****************************************************************
-
- I must concure with the basic review, TOTALLY MISLEADING CLAIMS
- of being a way to learn how to develop leading edge programs.
-
- This book has value to those who want to understand the basics
- but never really do anything with them. OOPS I'm flaming.....
- I was happy with it as an intro to many subjects, but feel it
- lacks ANY depth at all. It would be one thing to brush on the
- sujects and then have the really knarly code only available on
- the disk, but this and several other books I won't mention have
- left me with the feeling that they was cranked out ASAP as a
- means for income not for the more pure reason of actually giving
- people a useful/strong background and lots of examples of code
- to really do great things.
-
- The major problem, is this is not a simple subject. To do anything
- really cool you have to learn the basics (this book shows many of them)
- Then really bang something of consequence out. The idea that any
- 1 book could show you how to develop leading edge games is hard to
- believe, if the claims are big there's should be a requirement to
- deliver.
-
- For anyone out there writing/delivering a book someday on the same
- Please deliver whats advertised.
-
- If your delivering a CD, FILL IT with the stuff off x2ftp.oulu.fi
- and ftp.uwp.edu. These are my favorite resources next to Foley's
- book (essentially the bible of graphics programming & algorythms)
- The files off the net are the kinds of resources that people really
- can use and it's an injustise to not redistribute everything that
- is available, and if you have time/space review or reference it.
- All of this stuff is freely redistributable and difficult to obtain
- to all but the maddest FTP'ers ( ~ 75Megs )
-
- Let me finish this note off by saying that I did find a few
- informative portions and I am no sloch of a programmer (spelling maybe)
- This book will be of value to novice game programmers, but has little
- value to anyone who has plans to write bleading edge games..
-
- I was jsut a little offended by the lack of hard details and a
- completed program in any of the many types covered. There were
- interesting starting points but no real depth. The idea that
- such an incomplete book be advertised as anything but basic game
- programming is.......
-
-
- Sorry if I've offended the author, but my oppions needed to be
- voiced.
-