Self-Help Books from Cengage Learning PTR

OpenGL Game Programming

OpenGL Game Programming

ISBN 13: 9780761533306

ISBN 10: 0761533303

Author: Kevin Hawkins; Dave Astle

Pages: 808

Published: 05/01/2002

Print Book Price: $59.99 Add to cart

Companion downloads

Description
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.
Benefits
  • Learn basic 3D theory and techniques including matrices, polygons, and texture-mapping.
  • Discover how to create the effects seen in today's top games using buffers like blending and fog.
  • Authors are well-tapped into the needs of the game development community.
  • Companion website available here: http://www.delmarlearning.com/companions/index.asp?isbn=0761533303
Author Bio
Kevin Hawkins
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 GameDev.net 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
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 GameDev.net, 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.
cover image - OpenGL Game Programming
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