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Most Helpful Customer Reviews
13 of 13 people found the following review helpful:
3.0 out of 5 stars
Very Basic Introduction to DirectX,
By
This review is from: The Zen of Direct3D Game Programming (Prima Tech's Game Development) (Paperback)
As a long-time video game fan and experienced C++ programmer, I bought this book to join the two and start a new hobby - 3D game programming. This book lets you stick your toe in, but that's it. You will come away with knowledge of how to access the DirectX API calls and make the graphics card do something. You will also be introduced to all of the basic 3D game concepts - vectors, matrix math, texture mapping, the game pipeline and rendering, etc. However, you won't be able to do much with it - the tools you are given are way to basic for anything but 10-fps rotating cubes.Pros: Cons: I am glad I bought this book, but I skimmed much of it since I was already familiar with C++. I was able to dig into the rest and get a feel for working with DirectX and the graphics card. In the end, though, I have had to buy several other books in order to be able to produce a workable game-like program. Like I said, this is a very basic introduction - you will need more resources before you can do useful game programming.
20 of 22 people found the following review helpful:
1.0 out of 5 stars
Will Anyone EVER Write a Good Direct3D Book?,
By A Customer
This review is from: The Zen of Direct3D Game Programming (Prima Tech's Game Development) (Paperback)
I waited a very long time for this book to come out and I'm VERY dissapointed in it's content. First off, the first 400 pages of this book have NOTHING to do with Direct3D. What do we get? - YET AGAIN another book that discusses in detail the differences between C vs C++ (come on!!), basic Windows programming, SPRITE concepts, very basic 3D math, etc. The next 100+ pages covers 2D sprite engines / animations. The last 100 pages is a useless reference of Direct3D interfaces that you can get from the Direct3D docs. ALL OF THIS STUFF has been covered MUCH BETTER in other books. How often can the same book be written?The actual Direct3D stuff is beyond basic. There is no detailed discussion of multi-textures, bump mapping, etc. Most importantly, however, and the BIGGEST OMMISSION IN ALL BOOK OF THIS KIND(!!) is the fact that it does not implement a simple 3D shooter type game whatsoever. What it gives you is a few libraries for making cubes and spheres (wow...how useful). And there is no discussion of LOADING and USING any actual 3D ANIMATED models. Forget about things like collision detection and scene management. PLEASE!! Someone write a book that actually implements (and, just as important, discusses the implementation in detail) a very simple 3D shooter game - complete with .X file animated model loading, advanced multi-texturing, collission detection, scene management, etc!! There have been totally terrible books like this that don't even allude to these things, and also books that discuss these items THEORECTICALLY. But PLEASE someone write one that actually shows HOW.....LaMothe, please move your books in this direction and STOP writing the same book over and over.....This is the last book I'll ever buy from PrimaTech otherwise.
10 of 10 people found the following review helpful:
5.0 out of 5 stars
Direct3D Version 8 - The One Book You Really, Really Need !,
By
Amazon Verified Purchase(What's this?)
This review is from: The Zen of Direct3D Game Programming (Prima Tech's Game Development) (Paperback)
The Zen of Direct3D Game Programming is an absolutely excellent book that truly accomplishes what it sets out to do.Direct3D Immediate mode is one of the most demanding programming challenges in the Universe, period. This book, if pursued studiously, absolutely will give you a very solid foundation in Direct3D and how to use it effectively. The books only presumptions are that you are able to program somewhat adequately in "C" and that you possess, and have at least a little familiarity with, Microsoft's Visual C++ Compiler. This book provdes excellent, appropriately sequential and insightful coverage of Windows graphics programming, 2D DirectX Programming, 3D concepts and beginning to moderately advanced 3D Direct3D concepts and implentation methods. It is written in a very coherent and easy to follow manner, with complexity of concept increasing only as our ability to understand also increases, a rare feature in this level of technical book. The game engine that Peter continuously helps you develop and refine throughout the book is truly a tour de force. Its development is clear and logical and it's increasing sophistication and complexity follows our advancing learning curve very tidily. As Peter progresses through the book, he uses more and more sophisticated coding techniques, but he always demystifies them and explains them adequately before moving on. Part way through the book, Peter introduces and begins using classes for encapsulation of the functions that he includes in his "game engine", but the book also includes a very nice appendix item that is a short introductory course to C++ classes that is just right for the level of C++ specific implementation that he uses in the book. For most books, the learning about Direct3D methods that takes place would be quite sufficient, but this book packs a real bonus in the parallel development of its game engine. This engine is really useful, truly powerful and imminently extensible. Most previous attempts of this sort resulted in an engine that may have been suitable for learning, but was certainly not so for any more serious implementation. Peters engine can easily be used as the primary basis for construction of advanced 3D projects and games. It is heavily optimized for speed and utility. Moreover, the principals of engine construction that are continuously reinforced as you proceed leave you more than adequate to the task of engine enhancement or even to begin constructing engines of your own. This book does not cover: advanced animation methods, character animation, 3D collision detection, game theory or how to build your own game. However, without this book those things are moot. I look forward to a volume 2. But even without that, Peter has given me the capability and the confidence to move forward confidently on my own and undertake those missions with a certainty that I can make sense out of them and produce coherent, tidy and powerful implementations of my own. By the way, Don't knock this book because it doesn't cover mesh skinning, and advanced game architecture. It provides a superb knowledge base for you to start with as well as an equally excellent tool, the engine and it's probably hard to get publishers to publish books for a qualified world wide audience of less than 200. This book will get you a long, long way down the road in every respect and it is by far the best one you can get. Period!
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