Showing posts with label game programming. Show all posts
Showing posts with label game programming. Show all posts

Advanced Java Game Programming Review

Advanced Java Game Programming
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Advanced Java Game Programming ReviewYou would assume by the title that this book was written for the experienced Java programmer who knows a little about game programming and wants to learn a lot more. You would be wrong. Instead the author wastes your time and his book's space with chapter after chapter of information that has nothing to do with Java game programming, much less advanced material. Chapter one, for example, is all over the map talking about XML, Ant, and upgrading to Java 1.4, which is no longer even the latest release of Java. Chapter two, which is labeled "Deployment Frameworks" talks about JAR files, applets, and Java Web Start. Other off topic subjects include a chapter each devoted to persistent data, the A* search algorithm, and HTTP tunneling. In fact, there are three chapters on HTTP. The few chapters that actually relate to Java game programming are not advanced at all to the experienced Java programmer who knows anything about graphics, Swing, and Java. Instead, the author spends his time talking about his own game programming framework that does nothing special and is constructed quite awkwardly from a software engineering perspective. There are two much better titles on the market right now. One is "Developing Games in Java" by David Brackeen, written in 2003. The other is "Killer Game Programming in Java" by Andrew Davison which was released in the summer of 2005. If you are serious about game programming in Java you should probably own them both, since they are both excellent and each has their advantages. For one, both show how to use Java's own features and API's such as Java3D and Java Sound to complement your game programs rather than reinventing the wheel such as this author does. I notice that Amazon has nothing on the table of contents for this book, so I offer it here for the purpose of completeness, and to help prove my point that most of the book is not applicable to game programming:
Chapter 1 Development Setup
Chapter 2 Deployment Frameworks
Chapter 3 Swing Animation
Chapter 4 Animation Library
Chapter 5 Advanced Graphics
Chapter 6 Persistent Data
Chapter 7 Game Architecture
Chapter 8 A* Algorithm
Chapter 9 HTTP Tunneling
Chapter 10 HTTP Polling
Chapter 11 HTTP Pulling
Appendix A Source Code Index
Appendix B Introducing CVSAdvanced Java Game Programming OverviewAdvanced Java Game Programming teaches the reader how to create desktop and Internet computer games using the latest Java programming language techniques. Whereas all 7 Java game programming books published previously focused on animation using the AWT, I believe my book will be the first to cover animation using Swing. Doing animation in Swing is tricky. I have spent months diving into the details, testing, and optimizing animation in the Swing environment. I clearly explain how my code works in great detail and why I did what I did. I provide an Open Source reusable game library, a Swing animation engine that allows the reader to use these techniques and put out new games very rapidly. The Open Source game library also includes a reusable game deployment framework and a multiplayer networking library with HTTP firewall tunneling capability for applets. All of the code is Open Source including the example games. The graphics and audio librariesmay also be used royalty-free for creating new games. I also identify and discuss the modern advanced techniques within the field of Java game programming and how they differ from earlier prescriptions in the literature. As the Founder of the Game Developers Java Users Group (GameJUG), I have it made my passion over the last few years to collect and assemble everything published online or in print on the subject of Java game programming.

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2D Game Building for Teens Review

2D Game Building for Teens
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2D Game Building for Teens ReviewI just finished the chapter entitled "Your First Game Project" and it was something of an ordeal. Duggan provides us with a series of game scripts which we are to either type into a text editor or the sample version of Torsion which is included on the book's CD. In at least two instances there are typos in this code which cause the intended effect not to occur. I found this out after a lengthy process of comparing the code I typed in with the code as it was printed in the book. I found them to be identical in every case, thus ruling out "operator error". I gave up on that strategy and decided to try and analyze the code to see if I could find any errors. I am not familiar with Torquescript or with C, but I did manage to find the typos and correct them (this thanks to a rudimentary familiarity with HTML and PHP). I can easily imagine how frustrating this would be for a newbie with zero technical knowledge. I am concerned that in subsequent chapters there will be errors that I will not know how to fix and the book will effectively become useless to me.
Because of these errors, I feel that 2D Game Building for Teens is a failure, and not an effective introduction to the Torque Game Builder. I bought the book in part to help me with evaluating the engine. If I used the book as my only yardstick, I would have moved on by now. Fortunately, the demo of the engine which comes on the CD has tutorials which serve to fill in some of the gaps. I could have easily downloaded this demo from Garage Games and saved myself the 20-odd dollars I spent on the book.2D Game Building for Teens OverviewBring your video game ideas to life with 2D Game Building for Teens! Written for anyone with an interest in creating video games, this book will show you how to use the Torque Game Builder, a simple drag-and-drop game engine, to make your very own games to play and share. Following easy-to- understand techniques and directions, you'll work your way through hands-on tutorials that help you put your new skills to use right away as you build simple to more complex games. Everything you need to build your own 2D game can be found in the book, including an introduction to the Torque Game Builder, how to design game graphics, basic programming and scripting techniques, and more. You'll even find an overview of the game development industry to give you an inside look at what it takes to make games, and information on the history of classic 2D games. If you've ever wanted to create your own video games, 2D Game Building for Teens will show you how.

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The Official Guide to 3D GameStudio Review

The Official Guide to 3D GameStudio
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The Official Guide to 3D GameStudio ReviewI've owned 3D Game Studio for several years and hadn't seen an English language book, so I picked this up with some excitement. I've created art assets and done some level design in 3DGS but for the most part, I haven't tackled the programming in any significant way. I mention this since, after several years of waiting, I approached the book with some preconceptions about what it should be. Because of this it is not surprising it initially fell short of the 'vision' I had in my brain of a guru-like book of ultimate 3DGS wisdom. I've since taken a step back, considered what other software products 'official guides' were like and prepared what I hope is a balanced review. This is important since whether you love, or just like this book, is going to depend on what you expected out of it.
In my opinion this book is a good 'light' introduction to 3DGS and game programming concepts. In review of other official guides I find they range from minimalist, "hello world" type books -that seem to have been created only to satisfy customer expectation of a manual- to full fledged product bibles crammed with every detail. This book, like most, falls somewhere in-between. If you are brand new to 3DGS, or a student taking a first course on game programming, you'll find that the author has taken considerable effort to provide helpful details about game history, interface design, and playability issues; he also touches on game psychology, the importance of story and marketing. All of these are essential concepts.
The book is well written, easy to understand and adequately illustrated. The chapters on modeling using MED (the 3D Game Studio model editor), skinning and animating your model are satisfactory. The level design chapters are also appropriate and the included project walks you through successfully designing, creating and texturing a level.
The scripting chapters cover some of the basics of scripting, but this is the area that left me wanting for more. In fairness, after reviewing the official guide (for a much more expensive animation and design product I use at work) I find that the level of detail covered is similar.
It is likely that the author generalized or covered some of the programming material lightly because, at the time this book was written a very significant update to 3DGS was on the horizon (and has since been released). A7 is a substantial step forward for the game engine and suite of tools that comprise 3D Game Studio. A large part of that is the inclusion of the Lite-C programming language. This may explain the light c-script coverage since it is likely that c-script, even if in continues to be supported, will become much less important than the much more powerful Lite-C. Having said that, some c-script is covered and basic interactivity walked through in the relevant chapters. There is also some additional material and scripts on the disk.
So we are back to my first paragraph. Whether this book is for you or not depends on what your expectations and point of departure are. If you are a student (or a teacher) using 3D Game Studio as part of an introductory game development class then this book could be a good choice. The coding material would have to be supplemented, in my opinion, by Conitec's in depth written documentation, by guru George Pirvu's free and excellent AUM user magazine and by the extremely active and friendly official user forums.
This book, along with an instructor guided project, could also satisfy the course requirements for an introduction to game programming based on the 3DGS engine.
It's usefulness to people that already have some game dev experience is going to vary by individual and skill level, so look at the TOC, any other reviews and get feedback from the 3DGS forum members who have the book - then make you own determination.
I am generally satisfied with the book, with the sole exception of my desire for more substantial programming tutorials.
If the next version of the book is updated to include good material on Lite-C programming, or perhaps a second companion volume with more significant programming information is created, it would increase the value of the book immensely and likely drag in many of the thousands of current users who are eager to use Lite-C.
The Official Guide to 3D GameStudioThe Official Guide to 3D GameStudio OverviewIf you're a video game enthusiast, then you've probably thought more than once about creating your own games. Now you can develop your own 3D games using 3D GameStudio! The Official Guide to 3D GameStudio will help you develop the skills you need to create a variety of games, including first-person shooter and fantasy role-playing. Learn how to make a game from start to finish using the most readily found tools in the industry. You'll cover the fundamentals of character animation, level building, and programming various effects. You'll even get tips on the game industry as a whole, including how video games are made, what job opportunities exist, and how you can break into the industry. Whether you want to make games for your own enjoyment or to build your career portfolio, this all-in-one guide covers everything you need to know to make amazing 3D games!

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RPG Maker for Teens Review

RPG Maker for Teens
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RPG Maker for Teens ReviewThis book which begins with a fairly extensive history and background of RPG games (beginning with simple classics such as Nethack), describes the skills and planning needed for their preparation; and covers in some detail the development of a teen's own game in the easy to use $60.00 programming environment RPG Maker VX (a 30 day trial is available over the Internet) and various free graphics tools used to supplement this development environment. The book carefully proceeds to give instruction in developing a role-playing game that could easily be understood by a teen or any other novice as well as developmental and historical outlines of this genre to all who might be interested. The biggest barrier to entry (or long-term use) is the cost of RPG Maker VX; but less powerful tools available for free might have limited the scope of games possible to create with this book.
--Ira LaefskyRPG Maker for Teens OverviewMake your RPG ideas come to life! RPG Maker For Teens shows teens and other beginners how to create their very own role-playing games, sword-and-sorcery quest games that feature turn-based combat, inventories full of unique weapons and armor, and fierce monsters prowling in dungeons. Using RPG Maker VX, a complete computer game application software, means that prior programming experience is not required. You'll follow easy-to-understand instructions and hands-on tutorials as you first build a sample game, and then your very own RPG as you work your way through the book. With RPG Maker For Teens, you'll learn everything you need to create fun, fantasy RPGs that you can play and share with others, including how to build a game world, invent characters, stage battles, put together quests, and edit and publish your finished game.
From the Author: 10 Quick Tips to Getting Started with RPG Maker
Create a new project and name it something distinct.Your first step in your new project is to declare the size of your map.Right-click on the map name in the panel list and select Map Properties; there you can change the dimensions of the map.
Draw your major landforms or interior structure.From the menu, select Mode > Map or press F5.Use the Pencil, Rectangle, Ellipse, or Flood Fill tools to place tiles on your map where the ground, floors, and/or walls would exist.
Using the Pencil tool, draw major tile elements, including impassible forests, grass, fences, buildings, and so on. Add more detailed tile elements as you go, including hangings, decorations, boxes, props, and more.
Create more maps that fit the outline of the game you want to make, including interior and exterior maps to be explored.
Now place Events.From the menu, select Mode > Events or press F6.Start by placing your player starting position.Then add transfer events from the current map to subsequent maps.Add non-player characters (NPCs) the player can dialogue with.You can add Door, Inn, and Treasure Chest quick events wherever you believe them necessary.
Decide where you want Enemies. If you want Enemies ambushing players all over your map, open Map Properties and set Troop Encounters.If you want to prompt encounters physically, place NPCs that instigate Battle Processing (Tab 3 of the Event Commands dialog box) on Player Touch.You can even set the NPC to run at the player by setting Autonomous Movement Type to "Approach."
Decide who you want to start in the player's party by editing the Database.From the menu, select Tools > Database or press F9 and navigate to the Actors tab.You can also change their abilities in the Skills tab and their professions in the Classes tab.
Edit or create custom Items, Weapons, or Armors in the Database.You can edit or create custom Enemies there, also.
Fine-tune the look of your game in the System and Terms tab of the Database.You can also edit or create custom graphics and import them into your game.Some graphics to consider modifying include player characters, NPCs, enemies, objects, map tiles, the title screen, and the Game Over screen.Likewise, you can edit or create custom sounds for your game.Study the music and sound effects listed in the System tab of the Database for audio you might want to adapt.
Test your game thoroughly.You should test after each new element you add to save you editing time later on.After you've tested your game thoroughly, have someone else test it for you.If your game passes the test, go to File > Compress Game Data to publish your game to an executable file.Distribute your game on the Internet or burn it to CD-ROM so that other people can play it.


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XNA Game Studio 4.0 for Xbox 360 Developers Review

XNA Game Studio 4.0 for Xbox 360 Developers
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XNA Game Studio 4.0 for Xbox 360 Developers ReviewThis is an ADVANCED book for EXPERIENCED developers, and not intended for a beginner or a first course on XNA 4.0 programming. The publisher's error in posting an incorrect table of contents during the pre-order period leading up to the book's release is not reason enough to give this book a 1-star review, so I'm countering that with actually useful information about the book.
Key points at a glance:
Discover how to create exciting and challenging games for the Xbox 360 using XNA Game Studio 4.0 and the Visual C# programming language.
Provides experienced game developers with a comprehensive overview of the XNA Framework, providing all the tools, source code, and information you need to develop Windows and Xbox 360 games.
An introduction to programming in XNA, the XNA Framework, and all the new features included in XNA 4.0.
The bulk of the book focuses on the XNA Framework, in particular the features of the Xbox 360, including the controller, playing audio, and creating graphics.
Covers the major features of Xbox Live, including creating and rendering an avatar, loading and rendering a 3D mesh using a basic shader, and networking via system link and online.
A final game project demonstrates the networking capabilities of XNA and acts as a rudimentary, sprite-based networked game engine for your own projects.
Source code and artwork from the book as well as Visual C# 2010 projects for Windows and Xbox 360 are available as accompanying downloads.
Table of contents:
Part 1: Introduction and Primer
1. Introduction to XNA Game Studio 4.0
2. Peeking Under the Hood
Part 2: XNA Framework Library
3. XNA Framework Overview
4. Audio
5. Content
6. GamerServices
7. Graphics
8. Input
9. Media
10. Net
11. Storage
Part 3: Xbox Live
12. Avatars
13. Guide
14. Multi-player Networking
15. Meshes
16. Sprites
17. Multi-player Game Engine
XNA Game Studio 4.0 for Xbox 360 Developers OverviewDiscover how to create exciting and challenging games for the Xbox 360 using XNA Game Studio 4.0 and the Visual C# programming language. XNA Game Studio 4.0 for Xbox 360 Developers provides experienced game developers with a comprehensive overview of the XNA Framework, providing all the tools, source code, and information you need to develop Windows and Xbox 360 games. You'll find an introduction to programming in XNA, the XNA Framework, and all the new features included in XNA 4.0 to get you started. The bulk of the book focuses on the XNA Framework, in particular the features of the Xbox 360, including the controller, playing audio, and creating graphics. The final part of the book covers the major features of Xbox Live, including creating and rendering an avatar, 3D programming, loading and rendering a mesh using a basic shader, and networking via system link and online. You'll tie together all the skills you've learned in a final game project that demonstrates the networking capabilities of XNA and acts as a rudimentary, sprite-based networked game engine for your own projects. Source code and artwork from the book as well as Visual C# 2010 projects for Windows and Xbox 360 are available as accompanying downloads.

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iPhone Game Development: Developing 2D & 3D games in Objective-C (Animal Guide) Review

iPhone Game Development: Developing 2D and 3D games in Objective-C (Animal Guide)
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iPhone Game Development: Developing 2D & 3D games in Objective-C (Animal Guide) ReviewUnfortunately, this book does not meet up to its potential. The main issues I have with it are the code examples and example applications.
* The book does NOT provide complete step-by-step walkthroughs of operations (although, they are generally 'good enough').
* The book does NOT contain complete listings of the project code text. This is a BIG problem.
* The source code is available on SourceForge, but it does NOT match the text in the book!!!
I have no clue why the persons modifying the files changed them so drastically.
So, be aware that there are serious issues regarding learning from this text. I can only hope that someone at O'Reilly sees the problem, and acts to fix it.
Edit : I have downgraded this book from two-star to one-star. The more I get into it the worse it gets. Typos. Coding errors. Misnamed classes, files, methods, member names; the list goes on. It is obvious that the authors of this book did NOT code the projects from the proofs they got from the publisher. It is unlikely that they even read the text of the code; some of the errors are so obvious that even a cursory read shows them up.
Edit #2 : It is now apparent to me that the authors of the Book and the Code are old C++ coders from way back. Anachronisms like 'Hungarian Notation' and other Microsoft C++ patterns are rampant. Misuse and misunderstanding of Objective-C and Cocoa Touch patterns and usages abound. You will learn a LOT of incorrect habits looking at this code and text. Beware.
You will spend more time trying to fix the errors in the book than you will spend understanding the concepts presented.
Get a different book on Game Engine Design and work your own iPhone compatible version from there.
It will be easier. A lot easier.iPhone Game Development: Developing 2D & 3D games in Objective-C (Animal Guide) Overview
What do you need to know to create a game for the iPhone? Even if you've already built some iPhone applications, developing games using iPhone's gestural interface and limited screen layout requires new skills. With iPhone Game Development, you get everything from game development basics and iPhone programming fundamentals to guidelines for dealing with special graphics and audio needs, creating in-game physics, and much more. Loaded with descriptive examples and clear explanations, this book helps you learn the technical design issues particular to the iPhone and iPod Touch, and suggests ways to maximize performance in different types of games. You also get plug-in classes to compensate for the areas where the iPhone's game programming support is weak.



Learn how to develop iPhone games that provide engaging user experiences
Become familiar with Objective-C and the Xcode suite of tools
Learn what it takes to adapt the iPhone interface to games
Create a robust, scalable framework for a game app
Understand the requirements for implementing 2D and 3D graphics
Learn how to add music and audio effects, as well as menus and controls
Get instructions for publishing your game to the App Store


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Flash Multiplayer Virtual Worlds Review

Flash Multiplayer Virtual Worlds
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Flash Multiplayer Virtual Worlds ReviewThis is a fantastic book that will give you a solid foundation in building isometric Flash MMOs. It makes a great addition for those who already have Jobe Makar's ActionScript for Multiplayer Games and Virtual Worlds by covering many new topics.
I've been a roleplayer all my life, starting with D&D in the 80s, LARPing in the 90s and internet gaming in the 21st century. My favorite game of all time has to be Neverwinter Nights. I loved it because of the fabulous Aurora toolset it came with that let you create your own virtual world. I spent two months building a "mod" for others to play. And hundreds did. In the end, I got some cheers and jeers and made a few friends. But it always irked me that I would be unable to profit from my creation because the platform I built my game on belonged to someone else. I hoped someone would create an open software system that would allow me to use my own art and build my own worlds.
That brings us to this book. Despite the enormous popularity of Flash social games, there are very few sources that pull back the veil and show step-by-step the code underlying them. This book teaches you how to set up SmartFox Server and create small tiled worlds linked with portals. These zones can then be populated with NPCs who have their own walkpaths and inventories. Character interaction and questing are both covered using dialog trees and keywords. The book also delves into minigames, stores and numerous social features using APIs from Facebook and Twitter. It doesn't cover combat, character stats, gold, spells or crafting, but lets hope the author writes a sequel.
Don't fool yourself into thinking this is going to be easy though. This is high-level Actionscript that will test your coding talent. Also be aware that this book came out a few months before the release of SmartFoxServer 2 which uses Java for server-side scripting. That means the server-side code examples (there are two in the book) may need to be rewritten from ActionScript to Java to work with SFS2.
The book has a few weaknesses. The editors dropped the ball several times with grammar. While the book is well organized, it could have benefited from having chapter checklists. Getting the tutorials up and running is not exactly plug and play. But I have gotten all the way through with 90% of the features intact. The book uses FLAs for content so FlashDevelop users and Adobe Flash Builder 4 owners may need to download Flash Professional trials to use the demo tutorials.
Soon I hope to build my first virtual world. And unlike modding for a game, it will be mine to do with as I will. Thanks, Makzan! And please keep writing!Flash Multiplayer Virtual Worlds OverviewThis is a step-by-step, hands-on guide that is filled with examples and screenshots of building a multiplayer virtual world. The virtual world is built gradually; each chapter in the book sequentially develops the virtual world. The author explains the fundamentals with examples from existing virtual worlds such as Club Penguin, Mole, Dofus, and World of Warcraft. If you are a Flash or an ActionScript developer who wants to build powerful and immersive multiplayer games, this book is for you. This book assumes that you have some experience with ActionScript 3.0.

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Virtual World Design and Creation for Teens Review

Virtual World Design and Creation for Teens
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Virtual World Design and Creation for Teens ReviewThis book was used in our Intro to Programming class and taught us the basics for computer programming without even learning actual code. Teaches you about if/else statements, loops, objects, methods, and even recursion, which makes the transition into real programming quite smooth. It was so easy! We were creating 3D stories the first day of class and disappointed when class was over. Who would have ever thought creating a game would be so simple and fun????
The book provides step-by-step instructions that anyone could follow. Pick up this book and let your imagination run wild. I recommend this to anyone interested in computers, programming, 3D, games, or just a new way to keep busy when you are bored. You will be surprised at the amazing things you could create after just the first few pages.Virtual World Design and Creation for Teens Overview"Virtual World Design and Creation for Teens" shows teens like you how to develop virtual 3D worlds using the simple, visual programming language, Alice. Virtual worlds can take the form of animated stories, movies, and games. This book will teach you step-by-step how to create virtual worlds, including developing your story, setting up your world, adding and animating characters, incorporating sound, and sharing your world with others. You'll even discover how to add strategy to your worlds so they can be used as interactive stories or games. Written in clear language using hands-on projects and exercises to teach you each new skill, this book is easy to follow at your own individual pace.

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XNA Game Studio 4.0 Programming: Developing for Windows Phone 7 and Xbox 360 (Developer''s Library) Review

XNA Game Studio 4.0 Programming: Developing for Windows Phone 7 and Xbox 360 (Developer''s Library)
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XNA Game Studio 4.0 Programming: Developing for Windows Phone 7 and Xbox 360 (Developer''s Library) ReviewThis isn't just an XNA manual with half-baked examples that cover the API: this is an aircraft carrier linear catapult to get you off the ground and making games.
I've been doing graphics programming since the DOS era, and have seen a lot of bad tutorials, and a lot of over-eager underachievers who write a "game programming" book to satisfy their need to accomplish something on a platform.
This is not one of those books: this is an accessible, clear, and purpose-driven course in games programming. It assumes only that you have a basic understanding of C#, and have at least seen a Dictionary declaration before, but doesn't assume that you're a veteran D3D coder.
The coding examples are clear, thoroughly-explained, and ramp up quickly. Lots of best practices and gentle introduction of xna/winpho concepts, like game Components. The elements that are repeated are repeated in order to train you into them, and not just to pad out the book. This book doesn't fall into the Petzold trap of making an example for every member of every Enum, just to have one. There are a few typos here and there, but you'll catch them when you compile.
TL/DR; This book is worth purchasing for the skeletal animation code alone.XNA Game Studio 4.0 Programming: Developing for Windows Phone 7 and Xbox 360 (Developer''s Library) OverviewGet Started Fast with XNA Game Studio 4.0–and Build Great Games for Both Windows® Phone 7 and Xbox 360®This is the industry's best reference and tutorial for all aspects of XNA Game Studio 4.0 programming on all supported platforms, from Xbox 360 to Windows Phone 7 and Windows PCs. The only game development book authored by Microsoft XNA development team members, it offers deep insider insights you won't get anywhere else–including thorough coverage of new Windows Phone APIs for mobile game development. You'll quickly build simple games and get comfortable with Microsoft's powerful XNA Game Studio 4.0 toolset. Next, you'll drill down into every area of XNA, including graphics, input, audio, video, storage, GamerServices, and networking. Miller and Johnson present especially thorough coverage of 3D graphics, from Reach and HiDef to textures, effects, and avatars. Throughout, they introduce new concepts with downloadable code examples designed to help you jumpstart your own projects. Coverage includesDownloading, installing, and getting started with XNA Game Studio 4Building on capabilities provided in the default game templateUsing 2D sprites, textures, sprite operations, blending, and SpriteFontsCreating high-performance 3D graphics with XNA's newly simplified APIsLoading, generating, recording, and playing audioSupporting keyboards, mice, Xbox 360 controllers, Touch, accelerometer, and GPS inputsManaging all types of XNA storageUsing avatars as characters in your gamesUtilizing gamer types, player profiles, presence information, and other GamerServicesSupporting Xbox LIVE and networked gamesCreating higher-level input systems that seamlessly manage cross-platform issuesFrom Windows Phone 7 mobile gaming to Xbox 360, XNA Game Studio 4.0 creates huge new opportunities for experienced Microsoft developers. This book helps you build on skills you already have, to create the compelling games millions of users are searching for.

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Scripting Your World: The Official Guide to Second Life Scripting Review

Scripting Your World: The Official Guide to Second Life Scripting
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Scripting Your World: The Official Guide to Second Life Scripting ReviewAesthetically, I personally found this book is very well laid out, colourful and easy on the eyes. It contains many screenshots and even explanatory diagrams. The structure allows the advanced LSL scripter to scan read to use the book as a decent reference and is complete with keyword indexes in the appendices. All levels of LSL scripters will enjoy the side notes on many pages that explain the aspects being discussed in more detail and gives build notes and useful tips.
The content of the book itself starts with a decent introduction to the LSL scripting language. It gives seasoned programmers the information they need to get started and yet at the same time provides detailed explanations of the syntax for beginners to begin to understand.
The book goes on to cover many various examples with detailed explanations, achieving what I feel is a nice balance with the amount of example code to theory. To take one chapter as an example, it explains the settings of vehicle parameters, handling input controls from the user and setting the position and rotation of the viewer's camera plus example code to get started with. It is enough to get going on scripting a vehicle in LSL. Advancements in this area would come from experimentation by the LSL scripter herself and by reading the book's tabulated explanations of all the vehicle parameters and functions. The side notes in this chapter include a useful time-saving warning when combining two of the mechanisms for moving objects and also a note on other scripts to look out for in world and even a link to a wiki that hosts complete sailboat scripts.
What I particularly enjoyed about the book was discovering how others have used LSL scripting. I'd fully expect this book to inspire the LSL scripter into creating something that they may not have tried without having had the book to explain the workflow to them.
Overall, a very respectable and professional book. I'm very pleased with the copy I have.
Scripting Your World: The Official Guide to Second Life Scripting OverviewFind complete information about Second Life scripting and gain access to more than 50 previously unpublished ready-to-use scripts in Scripting Your World: The Official Guide to Second Life Scripting. Learn how to script Second Life behaviors, grouped into categories like avatar movement, communications, prim and object control, automation, land control, combat, special effects, environment control and physics, and interacting with the world outside of Second Life. After you read this engaging book, you will possess a solid understanding Linden Scripting Language conventions.

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