- Paperback: 502 pages
- Publisher: Jones & Bartlett Learning; 1 edition (October 25, 2008)
- Language: English
- ISBN-10: 1598220535
- ISBN-13: 978-1598220537
- Product Dimensions: 6.1 x 1.1 x 9.2 inches
- Shipping Weight: 1.4 pounds (View shipping rates and policies)
- Average Customer Review: 4.9 out of 5 stars See all reviews (13 customer reviews)
- Amazon Best Sellers Rank: #908,332 in Books (See Top 100 in Books)
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Introduction to 3D Game Programming with DirectX 10 1st Edition
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Top Customer Reviews
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!
When I read the book, I was using technologies that were based on DirectX. Today, not so much. Regardless, the description of graphics concepts as presented by Frank Luna can provide some strong insight into graphics technology. If we could see a book from this author related to OpenGL, that may be a great next step.
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.
Most Recent Customer Reviews
If you liked the version about DirectX 9, you will also like this one. It's basically the same thing as the first edition but adapted for DirectX 10. Read morePublished on March 31, 2013 by Clockwork
I am computar engineer but I am beginning my first steps in directx programming. I have not read the entire book, but so far it teaches me the very roots of game programming, from... Read morePublished on September 9, 2012 by Adrian Rodriguez Guido
I haven't read all of it yet but I have worked my way into it pretty far and i have to say, this is a great book. Read morePublished on March 30, 2011 by Khoanyneosr
I like the books with honest titles, this book gives you exactly what it claims: an introduction to DirectX 10 and although it doesn't go very deep into any topic but covers quite... Read morePublished on December 25, 2010 by Vahid Kazemi
After dabbling in Ogre, Irrlicht, and such, I've decided to learn a bit more about DirectX and what goes into creating a graphics engine. This book has been a joy to read. Read morePublished on November 7, 2009 by Neil
Coming from an intermediate C++ programmer with very basic knowledge of DirectX 9, this was a very helpful book. Read morePublished on May 18, 2009 by Matt Sloan