Book

I don’t know if everyone has heard of this book already but, I just
picked up:
"Real-Time Strategy Game Programming using MS DirectX 6.0"
ISBN:1-55622-644-6

The author, Mickey Kawick, worked on Age of Empires so it’s not some
guy who wrote one game that no-one has ever played. There is some
great stuff in it. It covers everything: design documents, interface,
pathfinding, network, etc. And while the book centers around
directX it contains a lot of good information that can be applied
to any library.
It has a really good section of raised/lowered terrain. and
how it works with different map types (iso/hex/rectangle)

So if you can spare the $60 pick it up. (you might find it worth it
just for the complete C source to Bresenham’s line routine)

Interesting tidbit from the book: AoE has 23Meg of sprites, compressed.

		-fjr

funny thing about the bresenham implementation in Kawicks’ book… its
lifted almost line-for-line from ‘flights of fantasy : programming 3d
video games in c++’ (by christopher lampton, 1993) w/o
specific attribution to mr. lampton.On Mon, 23 Aug 1999, Frank Ramsay wrote:

I don’t know if everyone has heard of this book already but, I just
picked up:
"Real-Time Strategy Game Programming using MS DirectX 6.0"
ISBN:1-55622-644-6

The author, Mickey Kawick, worked on Age of Empires so it’s not some
guy who wrote one game that no-one has ever played. There is some
great stuff in it. It covers everything: design documents, interface,
pathfinding, network, etc. And while the book centers around
directX it contains a lot of good information that can be applied
to any library.
It has a really good section of raised/lowered terrain. and
how it works with different map types (iso/hex/rectangle)

So if you can spare the $60 pick it up. (you might find it worth it
just for the complete C source to Bresenham’s line routine)

Interesting tidbit from the book: AoE has 23Meg of sprites, compressed.

  	-fjr

Frank Ramsay wrote:

I don’t know if everyone has heard of this book already but, I just
picked up:
“Real-Time Strategy Game Programming using MS DirectX 6.0”
ISBN:1-55622-644-6

The author, Mickey Kawick, worked on Age of Empires so it’s not some
guy who wrote one game that no-one has ever played. There is some
great stuff in it. It covers everything: design documents, interface,
pathfinding, network, etc. And while the book centers around
directX it contains a lot of good information that can be applied
to any library.
It has a really good section of raised/lowered terrain. and
how it works with different map types (iso/hex/rectangle)

So if you can spare the $60 pick it up. (you might find it worth it
just for the complete C source to Bresenham’s line routine)

Interesting tidbit from the book: AoE has 23Meg of sprites, compressed.

                    -fjr

I heard this book got a bad review.

(I can post the complete C source to bresenham’s line routine if anyone
wants it)

Paul Lowe
spazz at ulink.net

John Garrison wrote:

(I can post the complete C source to bresenham’s line routine if anyone
wants it)

I’d like to see it

attached, here it is dude, if you look at the source code, you’ll notice it’s
much like the algorithm used to scale images. I pulled out all the SparkGL
stuff so it works with SDL natively now.

Paul Lowe
spazz at ulink.net
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I really liked that book. Mr. Lampton is a smart guy.
Sean>funny thing about the bresenham implementation in Kawicks’ book… its

lifted almost line-for-line from ‘flights of fantasy : programming 3d
video games in c++’ (by christopher lampton, 1993) w/o
specific attribution to mr. lampton.

On Mon, 23 Aug 1999, Frank Ramsay wrote:

I don’t know if everyone has heard of this book already but, I just
picked up:
"Real-Time Strategy Game Programming using MS DirectX 6.0"
ISBN:1-55622-644-6

The author, Mickey Kawick, worked on Age of Empires so it’s not some
guy who wrote one game that no-one has ever played. There is some
great stuff in it. It covers everything: design documents, interface,
pathfinding, network, etc. And while the book centers around
directX it contains a lot of good information that can be applied
to any library.
It has a really good section of raised/lowered terrain. and
how it works with different map types (iso/hex/rectangle)

So if you can spare the $60 pick it up. (you might find it worth it
just for the complete C source to Bresenham’s line routine)

Interesting tidbit from the book: AoE has 23Meg of sprites, compressed.

  	-fjr

Paul Lowe wrote:

John Garrison wrote:

(I can post the complete C source to bresenham’s line routine if anyone
wants it)

I’d like to see it

attached, here it is dude, if you look at the source code, you’ll notice it’s
much like the algorithm used to scale images.
Can this algorithm easily ported to SDL? If yes, could you post the
algorithm to scale images, too?> I pulled out all the SparkGL
stuff so it works with SDL natively now.

So if you can spare the $60 pick it up. (you might find it worth it
just for the complete C source to Bresenham’s line routine)

You can find C code for Bresenham’s in about sixty different places on
the net ;).

I can give anybody who wants it a bunch of test programs I wrote in
University that plot Bresenham’s on a virtual grid, etc., using
OpenGL.

m.On Mon, Aug 23, 1999 at 08:38:48PM -0400, Frank Ramsay wrote:


“How wonderful! How mysterious Programmer
I carry wood! I draw water!” Loki Entertainment Software

  • Anonymous Tao poet

(I can post the complete C source to bresenham’s line routine if anyone
wants it)

I’d like to see it>

Paul Lowe
spazz at ulink.net

attached, here it is dude, if you look at the source code, you’ll notice it’s
much like the algorithm used to scale images. I pulled out all the SparkGL
stuff so it works with SDL natively now.

Thanks, that’s abit faster then tbe one I was using.>

Paul Lowe
spazz at ulink.net