First, I would like to say that this book is very well written and extensive. It covers all the basics of rendering in 3D with DirectX, especially how to use shaders, which some other intro books gloss over. As each part of the D3D framework is presented the objects, settings and parameters are explained in great detail. As other reviewers mentioned, it also includes a rudimentary framework, however don't expect too much in that respect. The framework is not something you can run a game on, it exists only as a teaching tool (I'm referring to the simple framework that the examples are presented with, not the WorldWare engine).
Having said that, there are two down sides to this book. The first is that although D3D is explained in depth, it sometimes reads like Direct3D reference documentation - endless lists of parameter A does blah, blah blah, parameter B does blah blah blah. This is helpful, don't get me wrong - I just wish it was tucked away in an appendix. Unless the parameters do something surprising, I don't want the obvious explained to me. This may just be a personal preference, and you may actually find it helpful.
The second and bigger problem is that the book really doesn't address game state management or how to structure a *real world* game. It does tell you how to create particle systems, bone animation, texture effects, terrains, etc, but it never tells you how to put it all together, which is really not trivial. I wouldn't fault it for this if the name of the book were "Introduction to DirectX programming", but it's called "Introduction to 3D Game Programming with DirectX". In my opinion, it should cover the basics of how to structure a game, which it doesn't. You *will* be able to build a game after reading this book, but I found myself turning to online tutorials for game state management and how to organize objects, which should be the first thing you learn (in my opinion).
Overall, the book has been a very important reference to me and I highly recommend it.