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Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach
 
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Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach (Paperback)

by Luna (Author)
4.0 out of 5 stars  See all reviews (1 customer review)

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[font face="Verdana, Helvetica" size="2"> Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. The book is divided into three parts that explain basic mathematical and 3D concepts, show how to describe 3D worlds and implement fundamental 3D rendering techniques, and demonstrate the application of Direct3D to create a variety of special effects.

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Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach
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4.0 out of 5 stars Excellent introduction to Direct3D, Nov 12 2006
By Alexander J. Russell (Canada) - See all my reviews
(REAL NAME)   
"A Shader Approach" is an excellent book for the intermediate programmer who wants to learn how to do 3D graphics using direct3D V9. The book uses the new flexible "shaders" supported by Direct3D V9. This means that you must have a video card that supports Directx9. All sample code also requires MS Visual studio C++ 2005, but MS gives away the express version of Visual Studio, which will compile all the sample code.

The book is well organised, with each chapter building on the previous in a logical fashion. The book does not waste pages and pages duplicating source code, but generally shows only the key parts of the source code in the book with relevant parts highlighted. The text explains the concepts and methods clearly if a bit dryly. The samples are kept simple to make the concepts being taught clear, but the text does point out differences and additions that a real application would require.

Basic 3D math is explained first. Next how to do the basic windows and d3d initialisation is shown. A simple but effective framework is used for all the sample code. The book next explains all the key parts of how a 3D image is rendered. A logical progression of techniques is taught with more advanced techniques, such as shadows and displacement mapping covered in later chapters.

Each chapter ends with exercises that will greatly increase your understanding of the chapter's contents. Only the bare minimum of other directX libraries (sound, input, etc...) are covered. This book is strictly for learning Direct3D. Direct Input is briefly touched on, but you will have to seek other sources to learn the other libraries in directX.

This book will teach you all you need to get started creating Direct3D applications.
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