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Surely one of the most complex tasks a programmer can take on is learning how to program 3-D environments. You barely learn the basics like worlds, objects, and textures before you have to face dauting tasks like understanding how to place and move things along three axes (x, y, and z). This is stuff that wasn't covered in your Euclidian geometry course, but Newton explains it so clearly that you find yourself nodding and thinking, "of course!" Other topics such as imaging Lingo and the Multi User Server are covered in equal depth, and with equal clarity.
This is not the book for a beginner, but you don't have to be a Lingo expert to get a lot out of it. If you understand the basics of programming in Director, you should have no problem understanding the book. Likewise, if you are an advanced, or even expert, programmer, there is such a wealth of detail and depth of coverage that you can't help learning all sorts of new techniques--and all in such a painless, easy-to-understand way.
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Chapter Eight: "Pastoral Care of Gay Men" Chapter Nine: "Men and Women at Work: Fostering Collegial Relationships" Chapter Ten: "Men and Grief: The Hidden Sea of Tears Without Outlet"
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The cases go WAY beyond what is covered in the Chapters, and its up to the instructor to try to fill in the gaps (hopefully your instructor realizes this).
I have found myself referring to my textbook from my intro accounting course more often than this book itself in order to grasp the concepts at hand. Seriously, this book is a punishment to anyone who has to buy it for school. And its FREAKIN heavy to haul around across campus.
'Nough said.
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However, the content is much deeper than a simple overview. The book's intent is to present enough of the math and physics behind 3D, and the color theory behind imaging to give the developer a deeper understanding, and therefore, a broader base for problem-solving. To this end, an awful lot of work and thought went into the content design. There are example movies for every covered feature, and the material in advanced chapters is arranged to build on previous concepts. There is also a great deal of non-tutorial information on the merits of various methods to accomplish the same thing, and on clever ways to use features that you may not have thought of.
In addition to the example movies there are several utility movies that are particularly useful. Macromedia did not provide much in the way of a visual interface to 3D Lingo, or imaging Lingo. The utility movies, such as the 3D shader/texture explorer and copyPixels image explorer let you adjust and see the interplay of hundreds of different parameter values in real time, on your own image or model. This is quite a timesaver and worth the cost of the book all by itself.
My one regret is that my hazy memory of high school math was not enough of a foundation to understand much of the math presented in the 3D sections. But there are books for that too.