| Isometric 
                                Game Programming With DirectX 7.0Author: Ernest Pazera
 Publisher: Premier Press
 ISBN: 0-7615-3089-4
 Purchasing: [Amazon.Com] 
                                [Fatbrain.Com] 
                                - RRP US$59.99
 Reviewed: 30th December 2001
 Front 
                                Cover Shot: Overview Isometric 
                                games almost seem to be a dying breed of game 
                                these days - whilst things are starting to level 
                                out, 3D graphics still seems to be the band-wagon 
                                that people want to be on. This is a huge shame, 
                                as some of the most classic games for the PC have 
                                used an isometric engine, at least for me anyway 
                                (the XCOM series in particular). However, 
                                with the release of this book I hope to see a 
                                slight revival in the Isometric world ;) well, 
                                maybe I'm just dreaming, but I can hope. For those 
                                of you not in tune with what isometric games are, 
                                this following screen shot is a good example - 
                                taken from one of the sample programs on the CD: They 
                                are traditionally made up of diamond-like tiles, 
                                as is fairly evident in the screenshot. Whilst 
                                they are graphically quite primitive in comparison 
                                to the latest 3D graphics engines, there is a 
                                certain charm to them, and they are in many cases 
                                the best choice to displaying what is necessary 
                                for the game. The 
                                Structure  The 
                                structure of the book is, as you would expect, 
                                very similiar to the other books in the series 
                                (Premier Press Game Development Series). The book 
                                is divided into 5 parts - the first 3 follow on 
                                from one another, and the last 2 operate as seperate 
                                entities (although only really accesable once 
                                you've read the rest of the book). Part 
                                1 is an introduction to the basics, which increases 
                                quite rapidly - going from basic Windows/Win32 
                                programming in C/C++ through to DirectDraw/DirectX 
                                programming in 200 pages. This may not be the 
                                best book to start learning DirectDraw/DirectX 
                                from, consider this introduction for anyone who's 
                                either used an earlier version of DirectX or for 
                                a programmer experienced in other graphics API's. 
                                Unfortunately, being based on DirectDraw there 
                                aren't any new books on the subjects - you can 
                                find many hundreds of tutorials on the web though 
                                if you really need them. Part 
                                2 is about isometric fundamentals, this is the 
                                first real taster of isometric game programming 
                                in this book. It covers the various different 
                                ways of rendering tiles, and variations on isometric 
                                engines. Part 
                                3 extends upon part 2 by introducing some more 
                                advanced features and techniques for isometric 
                                games; whilst they are fairly advanced they are 
                                almost always required for isometric games (object 
                                placement, movement and selecting for example). Part 
                                4 is another advanced reading chapter, but not 
                                quite so required as Part 3. It covers some very 
                                basic artificial intelligence, and then gives 
                                an introduction to Direct3D7 rendering - which 
                                is going to be required reading if you intend 
                                to convert any of these samples/engines into Direct3D8. Part 
                                5 is a collection of appendices, which are quite 
                                simple, and dont really cover any new ground... Content The 
                                content of the book is excellent, Ernest definitely 
                                loves his isometric gaming! You can tell that 
                                he's been doing this for quite a long time now 
                                (too long maybe?!) and that some of this stuff 
                                is as simple to him as 1+1 to most of us. This 
                                comes over in the text in a very positive way, 
                                whereas some authors leave fairly vague descriptions 
                                of some things due to a lack of understanding, 
                                that is very rarely the case in this book. The 
                                content works up in a well structured and linear 
                                order - which is good, whilst it takes a reasonable 
                                programmer to be able to learn most of this stuff 
                                straight away it is all presented in a logical 
                                manner; "this is what we were just discussing, 
                                here it is in code". There are alot of box-outs 
                                containing hints, explanations, tips and warnings 
                                throughout this book - which is common in all 
                                the other books in this series, which is no bad 
                                thing at all. The 
                                CD As A Resource The 
                                CD for this book is well done, but not quite as 
                                well as in the special 
                                effects book, which is a shame, but not really 
                                a bad thing. Whilst the book is based on the DirectX7 
                                API, we are actually given the DirectX8 SDK on 
                                the CD, which may well confuse a few people... 
                                but you can still use DX7 from this SDK, just 
                                that there aren't any of the help files/examples 
                                for the old DirectX7 interfaces. We also get a 
                                couple of art programs (PSP7 and Truespace 5) 
                                to play with, which is good. And of course, we 
                                get the complete source code for all the examples 
                                in the book... which is an essential feature as 
                                far as I see it. In 
                                Conclusion This 
                                is definitely the best book around on isometric 
                                gaming - which isn't surprising as it's obviously 
                                a favourite of the author, and not being a particularly 
                                widely used medium any more there aren't many 
                                books published on the subject. However, if you 
                                have any interest in isometric gaming, then this 
                                is most definitely the book for you... 
                                
                                   
                                    | Good 
                                      Things | Bad 
                                      Things |   
                                    |  
                                      nicely divided into parts, with a nice learning 
                                      curve throughout |  
                                      Entirely in C/C++, which may be a drawback 
                                      for VB developers. |   
                                    |  
                                      Covers the use of new technology for a relatively 
                                      old method. |  
                                      Could have done with some colour diagrams/colour 
                                      plates |   
                                    |  
                                      Probably the best, if not only, book dedicated 
                                      to the subject. |  |   
                                    |  
                                      The author appears to enjoy this subject, 
                                      and his enthusiam shows... |  |   
                                    |  
                                      CD resource is done well, and includes all 
                                      the essentials. |  |     |