1995 Special 1997

Games graphics multimedia 1996

text on archive.org (DVD)

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Editorial

[author : Tim Kientzle] #Edito

TABLE OF CONTENTS

FEATURES

Games Programming with DirectPlay

[author : Chris Howard]

DirectPlay, which comes with the Windows 95 Game SDK, provides communication services for your games. Chris examines DirectPlay by presenting a multiplayer game, while Jim Mischel adds a few DirectPlay "gotchas" he discovered the hard way.

Designing Isometric Game Environments

[author : Nate Goudie]

As computer games became more sophisticated, simple tile-based games have given way to the isometric point of view and 3-D effects.

Designing a Distributed Simulation Game

[author : Ron van der Wal]

Ron describes a simulation game he helped design, focusing on the communications facilities that allow it to run on top of several different protocols.

Your Own Two-Dimensional Gaming Engine

[author : Mark Seminatore]

Mark's 2-D game engine includes modules that support VGA displays, keyboard, animation, and file management.

A MIDI Class in C++

[author : George Wright]

George uses the VisualAge C++ collection classes to develop event, track, and MIDI file classes that produce realistic-sounding audio.

Programming with OpenGL Primitives

[author : Ron Fosner]

OpenGL is a graphics API that allows portable, hardware-assisted 3-D rendering.

COLUMNS

Ramblings in Real Time

[author : Michael Abrash]

Michael analyzes the rationale behind Quake's hidden-surface removal and looks at the pros and cons of sorting edges by BSP order or 1/z.

DTACK Revisited

[author : Hal W. Hardenbergh]

CPU vendors' eyes are sometimes bigger than their stomachs, at least when it comes to delivery on performance promises.

20/20

[author : Al Williams]

This month, Al shows you how to create DLLs using Visual Basic 4.0 and Borland's Delphi 2.0.

Software and the Law

[author : Marc E. Brown]

If you earn your living working with third-party software, give careful thought to the legal ramifications of interfacing with software written by someone else.

The Software Engineer

[author : Allen Holub]

In his return to Dr. Dobb's, Allen describes what it takes to get into the object-oriented design game.