Free Download Introduction To 3D Game Programming With Directx 9.0C: A Shader Approach (Wordware Game and Graphics Library)
Free Download Introduction To 3D Game Programming With Directx 9.0C: A Shader Approach (Wordware Game and Graphics Library)
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Introduction To 3D Game Programming With Directx 9.0C: A Shader Approach (Wordware Game and Graphics Library)
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About the Author
Frank D. Luna is a program-mer for Hero Interactive. He has been programming interactive 3D graphics for over eight years and has been using DirectX since its fifth iteration. He is the author of Introduction to 3D Game Programming with DirectX 9.0 from Wordware Publishing, Inc., and lives in Los Angeles.
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Product details
Series: Wordware Game and Graphics Library
Paperback: 544 pages
Publisher: Jones & Bartlett Learning; 1 edition (June 25, 2006)
Language: English
ISBN-10: 1598220160
ISBN-13: 978-1598220162
Product Dimensions:
6 x 1.3 x 9 inches
Shipping Weight: 4.1 pounds (View shipping rates and policies)
Average Customer Review:
4.5 out of 5 stars
29 customer reviews
Amazon Best Sellers Rank:
#1,997,199 in Books (See Top 100 in Books)
Many people here have talked about how good this book is on features, and yes, yes it is. But one of the most compelling things that I saw in this book is the pacing. I mean, Luna literally plays with timing of presenting concepts with great skill. He never abuses my mind, but he never lets me get bored, which is something other graphics programming books should learn to do. Also, sometimes Luna advices you to "read lightly" certain concepts: he encourages not to stress about details. And this is perfect! As you advance you realize that Luna was actually planning to give you the details later, and when he does, it all comes together quite nicely.He also has a very academic tone, but not a dry-academic tone, just a pure, fresh, academic tone. One never gets lost in explanations, and the sample programs are straightforward. One reviewer said that he disliked the way Luna writes the argument list of functions and whatnot. For me this was great: DirectX's public interface is so terrible (when is it a pointer? What does this typedef mean? Etc..), I mean, there is really very little consistence across types and typedefs and whatnot (hate the fact that there is absolutely no encapsulation, yielding to me always raising this question when writing code: was this a function or public member?). Well, It did me much justice to explicitly know what was going on in each function call.I have read tons of programming books, on may topics, and few people handle concept pacing as well as Luna does (honestly, even if I liked Effective C++ more, I believe Luna has better pedagogical skills than Meyers (I know, Effecitve C++ is much more professional, but still)).One of the things I disliked is the Framework he uses to build his programs. Yes, it was very easy to grasp, used many OOP concepts nicely, and overall it felt right. But the design pattern it followed felt to me as it could've been implemented better. The client beware condition of "only creating one App object" (and he does this with other classes too) is not something any C++ professional will be easily in love with. And actually, there is a way to implement this in a client safe pattern: Singleton design pattern (local static object constructed in a static function belonging to a class with private constructors).I am not going to write anything more because all the other qualities have been (re)written a lot already, and I hate to do that.But still, hope this helped.
the only caveat is you really have to do the exercises, and go through it in-order... i used this book to teach myself OpenGL 3.2 (i don't run windows, just cross referenced luna with man pages)... all the techniques transcend the specifics of GL/D3D/PHIGS, but he goes line-by-line on the demos so you don't get tripped up on api nonsense. i mean, these are classic algorithms, that in some cases (shadow mapping) date back to the late 70s. graphics programming honestly hasn't changed that much since the invention of the raster display in the late 60s as far as i can tell... just more horsepower + ingenuity in performing offline techniques at interactive rates (8-16ms per frame).his taste in demo is really quite good, the part on using partial derivatives to find normals for a procedurally deformed mesh was slick. plus, the math chapters in the beginning have great explanations.
The actual book itself is a pretty decent resource for learning directX. I'm not a fan of DirectX itself however as it can be very tedious.Regardless there are plenty of examples that are broken down into essential fragments that help you to understand key concepts. The first example for the Sprite Demo is pretty well done and walks you through the basic of creating textures and sprites, and drawing them as well as implementing backgrounds and controls so that you can start coding in no time.As for the book itself, I am very picky and I'm not a fan of programming books that don't have a spine where they can stay flat open. This might sound ridiculous but this book is very small and can't stay open on it's own which I find kind of annoying.There is a website however that features all the code from this book and it is a great resource in addition to the text if you are trying to learn DirectX.
I've looked at a lot of books on Direct3D and 3D programming and they seem to always fall into two categories: 1) books for people who don't know how to program 2) books for people who are already familiar with 3D programming but want to learn a specific language or API.Luna's book is the only book I've found that falls into the category that I needed: a book for competent programmers who know zilch about 3D programming. Back in 2006 I learned Direct3D using the first edition of this book at my job, and I recently bought this edition to refresh my memory.The new edition contains all the introductory math and covers all the same subjects as the previous version, but the entire book has been re-worked to use programmable shaders. The use of shaders is fairly basic, but some more advanced techniques (such as bump mapping, displacement mapping, etc) are introduced as well. (All the typos from the first edition have been fixed, as well.)If you're not familiar with C++, or if you're completely unfamiliar with trigonometry and geography, I would *not* recommend this book. It absolutely assumes C++ experience, and while it covers the math, it won't really teach you math from scratch, it will just help you remember those old classes from high school.Also, programmable shaders will NOT work with older video cards, or certain modern budget video cards. That means everything in this book won't work. If that's an issue for you, I recommmend you get the first edition of this book.If you're already comfortable with C++, this book is a great introduction to Direct3D. I really can't recommend it enough.
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