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Introduction To 3D Game Programming With Directx 10 [Paperback]

Frank Luna
5.0 out of 5 stars  See all reviews (1 customer review)
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Book Description

Sept. 15 2008 Wordware Game and Graphics Library
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.

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5.0 out of 5 stars great intro book Nov. 1 2008
I own the author's previous books as well and just like their predecessors this book is a great introduction to 3d graphics and the new direct3d 10 pipeline. It could go more in depth with certain topics however that might be out of scope for an introduction book.
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Most Helpful Customer Reviews on (beta) 4.9 out of 5 stars  13 reviews
22 of 22 people found the following review helpful
5.0 out of 5 stars Excellent Introduction to DirectX 10 Programming Nov. 5 2008
By Robert - Published on
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.
4 of 4 people found the following review helpful
5.0 out of 5 stars Fantastic May 9 2010
By Marc Sunet Perez - Published on
Format:Paperback|Verified Purchase
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!
6 of 7 people found the following review helpful
5.0 out of 5 stars An Oasis in a DX10 Desert Feb. 8 2009
By W. H. Niehoff - Published on
Format:Paperback|Verified Purchase
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.
3 of 3 people found the following review helpful
5.0 out of 5 stars Oh, DirectX is great! Oct. 5 2009
By D. Neckels - Published on
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!!
2 of 2 people found the following review helpful
5.0 out of 5 stars Excellent Starter Book Dec 12 2008
By M. Drinkard - Published on
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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