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Introduction

Who Should Read This Book This book is intended for programmers who are just getting started in 3D game development.We assume that you¡¯re comfortable programming in C++ and hope that you have at least a basic understanding of 3D mathematics and graphics. By the end of the book,
you should understand all of the basics of OpenGL and be able to apply them to games. If you¡¯re already experienced with OpenGL, you may still find some useful tidbits here, but you¡¯re probably better off waiting for the next volume. What We Will and Won¡¯t Cover The days when you could cover everything you need to know about game development in a single volume (or even two!) are long gone¡ªif they ever existed at all. To keep the size and cost of this book down to the range that is appropriate for a beginner, we had to carefully pick and choose which topics to cover, which required making a few assumptions. The first assumption is that you know how to program in C++. If not, there are many good books covering it, some of which are listed in Appendix B, ¡°Further Reading.¡± Pick up a few, read them, spend some time programming, and then come back. The second assumption is that you know how to program on your platform of choice. OpenGL is available on many different platforms, so we can¡¯t safely guess which one you¡¯re using, nor can we devote space to covering many different platforms. Even if we did pick a popular platform such as Windows, the coverage would be incomplete, and every page we spent on it would be one page less on OpenGL and game programming. So, if you don¡¯t already know how to at least get a basic application up and running on your platform of choice, spend some time hitting the books or reading tutorials. That said, in OpenGL Game Programming, we included a chapter covering the basics of Win32 programming. Because we believe that the majority of our readers use Windows, we¡¯ve included that chapter in PDF format on the CD, for your convenience. Even though we won¡¯t be covering platform-specific programming in general, we will cover Windows-specific issues related to OpenGL because the way you set up and initialize OpenGL varies from system to system. The third assumption we make is that you have some understanding of 3D math. Many beginning game programming books (including our original one) provide 3D math primers, but it is such a large topic that these primers are unavoidably incomplete. Rather than give you a half-baked introduction to the topic, we recommend picking up one of the books suggested in Appendix B. In truth, because OpenGL hides much of the xviii Introduction
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