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Introduction To 3D Game Programming With Directx 10 Paperback – Sep 15 2008
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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.
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!
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.
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.
The math prerequisite in the first two chapters of the book is pretty strait forward, just make sure you have a graphing calculator handy for some of the vector algebra. It's pretty basic material that goes a long way like COS and SIN. The actual programming aspect and program tutorials are fantastic. He holds your hand through the steps so its very easy to understand, and the end of chapter exercises are great. They really bring everything you were taught through the chapter with a little bit of a challenge. You'll definitely be challenged throughout the book but nothing you won't be able to handle.
Overall, I think if your beginning DirectX 10 or 11 this is the book to get. It covers the math concepts you need to know and walks you through the basics, and intermediate parts of Direct3D. The shipping was fast, it was faster the the estimated shipping date and was packaged very delicately. To be specific it was in a "Medium Flat Rate" box from USPS filled with Packing peanuts and the book was wrapped in plastic.
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