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Introduction to 3D Game Programming with DirectX 11 [Paperback]

Frank Luna
5.0 out of 5 stars  See all reviews (1 customer review)
List Price: CDN$ 53.50
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Book Description

Feb 28 2012 1936420228 978-1936420223 Pap/DVD
This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11.

The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. Includes a companion CD-ROM with code and figures.

Brief Table of Contents:
1 Part I - Mathematical Prerequisites. Vector Algebra. Matrix Algebra. Transformations. Part II - Direct3D Foundations. Direct3D Initialization. The Rendering Pipeline. Lighting. Texturing. Blending. Stenciling. The Geometry Shader. The Hardware Tessellation Shaders. The Compute Shader. Part III - Direct3D Topics. Ambient Occlusion. Cube Mapping. Normal Mapping. Shadow Mapping. Cascaded Shadow Maps. Meshes. Quaternions. Character Animation. Picking. Volume Rendering. Terrain Rendering. Atmospheric Scattering and Cloud Rendering. Particle Systems and Stream Output. Appendices. Introduction to Windows Programming. High-Level Shading Language Reference. Some Analytic Geometry

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Introduction to 3D Game Programming with DirectX 11 + Game Coding Complete, Fourth Edition + Game Engine Architecture
Price For All Three: CDN$ 138.24

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About the Author

is a software engineer for medical devices. He has been programming interactive 3D graphics for more than ten years and has been using DirectX since v5. He is the author of three bestselling books on DirectX and lives in San Diego.

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Most helpful customer reviews
Format:Paperback|Amazon Verified Purchase
I'm just starting to learn DirectX11 and I've found this book to be a great introduction. It goes into a lot of detail, especially in what the functions are for and the math behind it all. Before I read this book I did go through a different textbook that was more of a high-level overview, so it made this book easier to digest.
The examples in the book all work for me, though I did have to do some modifications to the code so it would run on a DirectX10 graphics card. I would recommend this book to anyone learning DirectX11 for the first time.
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Amazon.com: 4.5 out of 5 stars  24 reviews
23 of 24 people found the following review helpful
5.0 out of 5 stars Buy It! Mar 18 2012
By CoffinNailVGD - Published on Amazon.com
Format:Paperback
If you have bought Mr. Luna's DX books in the past and are considering whether to buy the new one, I say the $50 is well worth it. I have been going over the DX11 documentation for some time now and the book has done more for me in a week that the documentation did in 4 months. DX11 has made a huge jump, compared to DX9 to DX10, and there are several new chapters to cover those changes, along with revisions to existing chapters.

If this is your first foray into 3D programming, and you have decided on the DirectX route, this is the book to buy! I have struggled through one other DX10 book and it is by far inferior compared to Frank's book. It was also written in C which does have some subtle but important differences in code structure.

Make sure your C++ skillz are up to snuff. The text doesn't take the time to tell you what a pointer is or the difference between a struct and a class. You should also be pretty familiar with linear algebra though the text does give a little refresher on it if you are rusty. It also wouldn't hurt to look at some Win32 programming stuff.

I give it 5/5 stars, A+ or two thumbs up, which ever rating system you prefer. What I am saying is buy this book, if it ever becomes available again :D
6 of 6 people found the following review helpful
5.0 out of 5 stars This is the Direct3D 11 book, the search is over. July 18 2012
By sidewinder128 - Published on Amazon.com
Format:Paperback|Amazon Verified Purchase
I just got the book yesterday, I already read half and I passed quickly the other half.

I will tell you this, This Book ROCKS!. Frank D. Luna is awesome author and he knows how to teach 3D Graphics and Direct3D. It uses plain Direct3D API, Not engines or wrappers as other books.

You know 3D graphics is all maths but it does not need to be a rocket science to understand those maths so the author before explain a topic he gives you a simple, easy math crash course of each topic so we can understand much better how to apply it to our 3D graphics and using Direct3D. The book is very easy to follow as I said the author is a real teacher.

The examples are very clear and very easy to follow, even we have an example on how to load a skeletal character with animation. Other Topics the book includes with examples are Cameras, Shaders, Terrain rendering, hardware tessellation, ambient occlusion, textures, lights, particles, frustum culling, Meshes, Character Animation well all the goodies of Direct3D 11.

This book is the Direct3D 11 book and as I said the search is over, Get this book now!.
3 of 3 people found the following review helpful
5.0 out of 5 stars Great book Oct 7 2012
By reader - Published on Amazon.com
Format:Kindle Edition|Amazon Verified Purchase
I read this book not from beginning to the end but only those chapters that I needed. I like this version of Luna's DirectX series, which is about DirectX 11. Codes are well organized. Books covers many topics in separate chapter. There is a camera chapter with a camera class. This class can be adopted for designing other kinds of camera movement. Also, he shows how to make custom mesh (your own mesh) with a mesh loader. He uses the same mesh concept to introduce character animation. The author is generous in this book since he presents as much material as possible in about 800 pages. You can see engineering efficiency in presenting the subjects too; tacking this challenge: how to present many difficult issues properly in a limited space!

The size of the book is bigger comparing to the previous books in the series. Fortunately, the fonts are not larger. Font used for showing codes has right size and is smaller than the text font, so they are easy to read. I have been able to compile and run all the examples that I have read.
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