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[Books] Introduction to 3D Game Programming with DirectX 10

Book Details

  • ISBN-10: 1598220535
  • Paperback: 500
  • ISBN-13: 978-1598220537
  • Publisher: Jones&BartlettPublishers;1edition(October25,2008)
  • Language: English
  • Book Dimensions: 8.9x6x1.1inches
  • Shipping Weight: 1.4pounds

Book Editorial Reviews:

Introduction to 3D Game Programming with DirectX 10--- Product Description
Introduction to 3D Game Programming with DirectX 10 provides an introduction to programming interactive computer graphics, with an emphasis on game development, using DirectX 10. The book is divided into three main parts. Part I explores basic mathematical tools, Part II shows how to implement fundamental tasks in Direct3D, and Part III demonstrates a variety of techniques and special effects. With this book: Understand how vectors, matrices, and transfomations are used in the creation of computer games. Discover how to implement lighting, texture mapping, blending, and stenciling to increase the realism of your scenes. Explore techniques for creating special effects, including terrain rendering, shadow mapping, particle systems, and reflections. Learn about new Direct3D 10 features such as geometry shaders, the stream out pipeline stage, texture arrays, and primitive IDs. Test your knowledge and programming skills with the end-of-chapter exercises.



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Introduction to 3D Game Programming with DirectX 10 Reviews:

Introduction to 3D Game Programming with DirectX 10 About [Books] Introduction to 3D Game Programming with DirectX 10 by cenobite81's review
Excellent Introduction to DirectX 10 Programming
As the title says, this book is an excellent introduction to Direct X 10 programming.

If you are new to DirectX programming, this book is pretty much what you should start with.I have tried several others, but Frank's books seem to still be the best and this third incarnation is no different.

With this in mind, there are some necessary pre-requisites before you read this book.

First, you should have some prior knowledge in matrix algebra.Frank does dedicate a section to this, but you definitely should have taken a course prior.

Secondly, you must be familiar with basic C++ concepts.If you are unfamiliar with classes, structures and pointers this book is not for you.Get a good book on C++ programming before hand.

Finally, although it is not strictly necessary, you should have some knowledge in WIN32 programming.

This is definitely a good beginner book, and I highly recommend it.
[Books] Introduction to 3D Game Programming with DirectX 10 Rating:8 Points
Best:10 Points
Votes:100 People
Count:8 Reviews

About [Books] Introduction to 3D Game Programming with DirectX 10 by W_H_Niehoff's review
An Oasis in a DX10 Desert

Having some experience with DX9, I wanted a text that clearly explained the capabilities of DX10.I previously had purchased and used Wendy Jones' and Peter Walsh's books on DX10.I was disappointed in them because they never bothered to take on the topic of window resizing.Why?

Frank Luna's latest is a welcome treat.I would have liked to have seen it sooner, but better late than never.

Those readers fearful of vector and matrix arithmetic and algebra will undoubtedly stiffen up because Luna starts with these prerequisites.Such readers should try to tough it out.It will be worth it.Luna's treatment is thorough.Get through it, but with thorough understanding.

I've been through Chapters 1-6, and every paragraph and example program has been worthwhile.Good work, Frank.

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About [Books] Introduction to 3D Game Programming with DirectX 10 by M_Drinkard's review
Excellent Starter Book

I've been using this book for the past few weeks to gear up for one of my new projects. It's been extremely helpful continuing my C++ learning, and the material is quite easy to follow.

Thanks Frank!

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About [Books] Introduction to 3D Game Programming with DirectX 10 by ChristineEhlers's review
If you have to get only one reference as a D3D book, you MUST get this one.

I have a quite big library of graphics programming, Game Programming and DirectX related book.

Buy this book IF:
- You need a good, detailed reference of Direct3D API.
- You think that many Computer Graphics Books dont really explains everything and makes you misunderstand lots of stuff
- You like well-balanced books with exact amount of coding and explanation

Dont Buy IF:
- You think this book can be your only source for making a FULL D3D game. There is no book that gives all the knowledge you need for making a full game. Start making your own home library.

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About [Books] Introduction to 3D Game Programming with DirectX 10 by MarcSunetPerez's review
Fantastic

While I am only halfway through this book, I must say it is superb. I had no previous knowledge on DirectX and it is being a great introduction. The text is clear, the code is neat, and the examples at the end of every chapter are complete and entertaining. What I like the most is the author's verbosity on the maths; he explains how and why everything works, from projection matrices to lighting calculations. This provides a better understanding of the subject and makes coding easier afterward. For those not too used to vector and matrix algebra, the introductory chapters cover just that. Also, even though Win32 programming knowledge is assumed, the author has included a brief tutorial in appendix A which covers the topics he touches during the first chapters.

Another aspect to point out is the way the chapters are laid out. Every chapter so far starts off by shooting you with some theory and providing ad-hoc code snippets. This gives you the chance to put everything together yourself and then compare your work with the author's. In my opinion this is the best approach the author could have taken. By the way, the author's code actually works, so you won't have to spend any time reverse engineering faulty sample code.

In conclusion, this is a must read for anyone getting started on dx10!

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About [Books] Introduction to 3D Game Programming with DirectX 10 by Neil's review
Excellent book for those looking to take their first steps into Graphics Programming
After dabbling in Ogre, Irrlicht, and such, I've decided to learn a bit more about DirectX and what goes into creating a graphics engine. This book has been a joy to read. It's complex, but still manages to present the material perfectly to the intended audience; an intermediate level C++ programmer who wishes to begin learning DirectX. The 3d Math section is tough, but interesting, at least for me. I'm certain many people may struggle with it, some may even want to run away after the first two chapters. Stick with it, it's honestly worth it, it makes many of the concepts in the book much clearer. With a bit of dedication and knowledge high school algebra, you will be able to comprehend the 3d Math. I'm very satisfied with this book, and I think anyone who wishes to learn the fundamentals of DirectX could scarcely do better than it.

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About [Books] Introduction to 3D Game Programming with DirectX 10 by D_Neckels's review
Oh, DirectX is great!

From previous attempts to learn DirectX, I was fed up with the API and convinced that OpenGl was far superior.But...

This book is great.It made me realize how powerful DirectX and DirectX shader technology is, despite Microsoft's tendency to write old school complex C-style API's.The author shows a different way of thinking about the API, and how to encapsulate the complexity in C++, yet maintain the possibility of exposing the ultimate flexibility underlying.

The sequence of topics is great, and very aggressive.The example code is very useful.This text is not watered down at all, and you will learn everything you need to know to understand all of the Microsoft SDK examples, and to start building your own shaders.

And yet it reads like an easy introductory text.

Nicely done!!

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About [Books] Introduction to 3D Game Programming with DirectX 10 by MattSloan's review
A+

Coming from an intermediate C++ programmer with very basic knowledge of DirectX 9, this was a very helpful book. It explains the DirectX 10 pipeline well and provides clear code that shows the reader how to implement basic terrain, lighting, and effects.

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