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Introduction to 3D Game Programming with DirectX 11 Paperback – February 28, 2012

ISBN-13: 978-1936420223 ISBN-10: 1936420228 Edition: Pap/DVD

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Product Details

  • Paperback: 600 pages
  • Publisher: Mercury Learning & Information; Pap/DVD edition (February 28, 2012)
  • Language: English
  • ISBN-10: 1936420228
  • ISBN-13: 978-1936420223
  • Product Dimensions: 2 x 7 x 9 inches
  • Shipping Weight: 3.1 pounds (View shipping rates and policies)
  • Average Customer Review: 4.2 out of 5 stars  See all reviews (46 customer reviews)
  • Amazon Best Sellers Rank: #102,555 in Books (See Top 100 in Books)

Editorial Reviews

Review

intended for C++ programmers and other intermediate level 3D programmers interested in the intricacies of DirectX, this volume on game oriented 3D graphics provides practical instruction for performing common tasks within this popular Microsoft Windows based graphics API. Beginning with an overview of required mathematical prerequisites, the volume covers topics such as Direct 3D foundational principles; lighting, texturing, and blending; shaders; cube mapping; ambient occlusion; meshes; and character animation. A series of appendices cover technical data and additional advanced topics and examples. Chapters include numerous code examples and screenshots, as well as chapter exercises. An accompanying DVD includes source code and digital copies of all example images used in the text. Luna is a 3D programming expert and the author of several books on DirectX programming.

With the latest developmental tools, one can create wonderful and vivid worlds. "3D Game Programming with DirectX 11" elaborates on how to get the most out the DirectX tools, the processes used by many recent 3D game developers. Frank D. Luna explores the newest developments that come with this edition of DirectX, how to make the most of 3D lighting, texturing, reflections, animation, and other vital elements. With exercises to practice with the ideas within, and a DVD with further resources and lessons, "3D Game Programming with DirectX 11" is a strong pick for anyone seeking to further their skills, be it for their career or as a hobby.

About the Author

Frank Luna is a software engineer for medical devices. He has been programming interactive 3D graphics for more than ten years and has been using DirectX since v5. He is the author of three bestselling books on DirectX and lives in San Diego.

Customer Reviews

The book is very easy to follow as I said the author is a real teacher.
sidewinder128
This book is very helpful for those who want to learn programming with directX from the beginning.
admir tershalla
By the end of the book, you will understand exactly what OpenGL is doing.
philipb

Most Helpful Customer Reviews

28 of 29 people found the following review helpful By CoffinNailVGD on March 18, 2012
Format: Paperback
If you have bought Mr. Luna's DX books in the past and are considering whether to buy the new one, I say the $50 is well worth it. I have been going over the DX11 documentation for some time now and the book has done more for me in a week that the documentation did in 4 months. DX11 has made a huge jump, compared to DX9 to DX10, and there are several new chapters to cover those changes, along with revisions to existing chapters.

If this is your first foray into 3D programming, and you have decided on the DirectX route, this is the book to buy! I have struggled through one other DX10 book and it is by far inferior compared to Frank's book. It was also written in C which does have some subtle but important differences in code structure.

Make sure your C++ skillz are up to snuff. The text doesn't take the time to tell you what a pointer is or the difference between a struct and a class. You should also be pretty familiar with linear algebra though the text does give a little refresher on it if you are rusty. It also wouldn't hurt to look at some Win32 programming stuff.

I give it 5/5 stars, A+ or two thumbs up, which ever rating system you prefer. What I am saying is buy this book, if it ever becomes available again :D
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7 of 7 people found the following review helpful By Evelio M. Segura on November 11, 2012
Format: Paperback
I want to start by first saying that before this book, I knew nada (nothing) about 3D Programming. With this book not only I have learned about 3d programming but also have learned about an API that lets me 3D program.

I will not lie though, the book is not easy, but then again 3d programming is a difficult subject.

Pros:
*Very detailed explanations on every subject. From the math to how a 3d object is represented by triangles goes into very detail. The author takes time to explain everything he considers relevant for a beginner to know and the other not so relevant stuff he points you on the right direction.

Cons:
*I think the math involved with the camera code could be simplified a little more. I got very confused in this area and almost gave up on the whole book. Thank god I didn't though.

*In chapter 7 the author talks about deferred rendering and how this subject will be talked about in a later chapter, well, I'm on chapter 20 and have not seen one line referring back to this. I doubt it he talks about it in the last 4 chapters since they do not focus on lighting.

*The author sometimes tries to make things a little too rigorous when they could be explained in much simpler terms. For example, the chapter on lighting could use less function graphs and charts and more to the point explanations. Granted that lighting isn't the easiest thing in the world.

Pro or Con? You decide:
*I got the book in the beginning of May and I am just about to finish it. It takes sometime to read, depending on how much time you're dedicating to it of course.

*The format the author uses to load mesh objects onto directx did not sit well with me. But since this is my opinion I will let you be the judge of that.
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8 of 8 people found the following review helpful By sidewinder128 on July 18, 2012
Format: Paperback Verified Purchase
I just got the book yesterday, I already read half and I passed quickly the other half.

I will tell you this, This Book ROCKS!. Frank D. Luna is awesome author and he knows how to teach 3D Graphics and Direct3D. It uses plain Direct3D API, Not engines or wrappers as other books.

You know 3D graphics is all maths but it does not need to be a rocket science to understand those maths so the author before explain a topic he gives you a simple, easy math crash course of each topic so we can understand much better how to apply it to our 3D graphics and using Direct3D. The book is very easy to follow as I said the author is a real teacher.

The examples are very clear and very easy to follow, even we have an example on how to load a skeletal character with animation. Other Topics the book includes with examples are Cameras, Shaders, Terrain rendering, hardware tessellation, ambient occlusion, textures, lights, particles, frustum culling, Meshes, Character Animation well all the goodies of Direct3D 11.

This book is the Direct3D 11 book and as I said the search is over, Get this book now!.
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3 of 3 people found the following review helpful By Amazon Customer on October 7, 2012
Format: Kindle Edition Verified Purchase
I read this book not from beginning to the end but only those chapters that I needed. I like this version of Luna's DirectX series, which is about DirectX 11. Codes are well organized. Books covers many topics in separate chapter. There is a camera chapter with a camera class. This class can be adopted for designing other kinds of camera movement. Also, he shows how to make custom mesh (your own mesh) with a mesh loader. He uses the same mesh concept to introduce character animation. The author is generous in this book since he presents as much material as possible in about 800 pages. You can see engineering efficiency in presenting the subjects too; tacking this challenge: how to present many difficult issues properly in a limited space!

The size of the book is bigger comparing to the previous books in the series. Fortunately, the fonts are not larger. Font used for showing codes has right size and is smaller than the text font, so they are easy to read. I have been able to compile and run all the examples that I have read.
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