Most Helpful Customer Reviews
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11 of 11 people found the following review helpful:
2.0 out of 5 stars
Articles are decent; I hope the CD is a joke, October 21, 2008
There is some decent written material here, although the articles are typically vague and seem to omit important implementation details more often than not. However, if you're buying this book thinking you are going to get working examples... you're not.
The CD is absolutely ridiculous. Of the half-dozen examples I've looked at so far, one was completely missing and all but one of the others just didn't work. The binaries died with strange errors; trying to build the source gets you a laundry list of nontrivial errors. One example appears to have been built on top of a very old version of the DirectX sample framework, and doesn't include a copy of any of the headers that it needs from that framework; another throws errors about missing arguments in function calls.
Even if the code did compile, though, it's generally absolutely horribly organized. One example chose to pile everything into a single source file--including a TGA loader class cribbed from GPWiki, some basic utility classes, a bunch of DirectX setup code, and (somewhere in there) the several dozen lines of the actual example. Comments are generally sparse.
Despite the fact that the book has been out for almost a year and that there are a significant number of problems, there is also absolutely no errata available via the publisher's website. In fact, the only way I found the missing example was to find a forum post discussing the fact that it was missing which included, in a reply, a link to the author's blog. The blog was, of course, being "updated" and so the post in question was gone; it took a trip to Google's cache to get the download link on that page to get the source.
Read the articles! They're decent stuff--but the CD is a bad, bad joke. Since most, if not all, of the articles in this book are simply about implementing techniques that are well-covered in the literature, that detracts significantly from the book's usefulness and appeal.
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5.0 out of 5 stars
Get This Book Despite the CD!, February 26, 2009
The previous reviewer is right about the CD, which is full of errors, with a publisher that seems intent on dropping support, and an author who is obviously too busy to care about today's standards of updates and communications. That said, this is a MUST HAVE if you're a serious game programmer and have enjoyed the previous titles in the series. Our rating here is to balance out the CD defects and to let you know that the contributors in each section are at the top of their game. For the price, you could go to a conference and pay $2 grand to hear the same contributors present. The field of game programming is moving toward new applications using tensor calculus and databasing with the advent of NVIDIA supercomputer workstations, even though DBMS itself is in need of more than cosmetic surgery in the innovation department. Each article is a great starting point for delving into the cutting edge evolution of that topic, whether you're DX, GL or C++ oriented. If you get this to sharpen your code, you'll be disappointed; if you get it to "get to know" the contributors (5 of whom --so far-- answer their emails personally, and have their own deeper books on each topic), you're in for a treat. In other words, don't let the CD turn you off, manage your own expectations, and you won't be disappointed by this one.
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