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Beginning 3D Game Programming
 
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Beginning 3D Game Programming (Paperback)

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2.5 out of 5 stars  See all reviews (13 customer reviews)


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Editorial Reviews

Product Description

There are many programming hobbyists who write 2D games but there are far fewer that grasp the concepts of 3D programming. Although there are also quite a few ¿game development¿ books on the market, few deal with 3D game development. Those that do are mainly aimed at advanced readers. This book will provide a practical, example driven approach to learning the unique art of 3D Game Development that even the beginner can grasp. It won¿t get bogged down in page after page of boring theory but instead will teach through many interesting hands on examples. Tom Miller brings years and years of 3D game programming to the table and couples that with an engaging writing style to mentor readers in the intricacies of game development. The book starts out with a crash course in game programming concepts and then progresses into developing 3 different types of games with many useful tips, notes, and cautions along the way. This title will serve as a useful guide to either current 2D game developers or programmers that want to learn to program games.

About the Author

Beginning 3D Game Programming

Beginning 3D Game Programming

About the Author

Tom Miller is the designer and development lead for the Managed DirectX API. He has worked at Microsoft since 1997 where he started on the Visual Basic team before his love of games and game programming took him to the DirectX team. He has been with the DirectX team since late 1999, and has worked to bring the DirectX API (and game programming in general) to a wider audience. He has also written the definitive book on the Managed DirectX libraries to date.



Product Details

  • Paperback: 432 pages
  • Publisher: Sams (December 13, 2004)
  • Language: English
  • ISBN-10: 0672326612
  • ISBN-13: 978-0672326615
  • Product Dimensions: 9 x 7.4 x 1 inches
  • Shipping Weight: 1.7 pounds
  • Average Customer Review: 2.5 out of 5 stars  See all reviews (13 customer reviews)
  • Amazon.com Sales Rank: #960,379 in Books (See Bestsellers in Books)

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Average Customer Review
2.5 out of 5 stars (13 customer reviews)
 
 
 
 
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16 of 16 people found the following review helpful:
5.0 out of 5 stars This is a great beginner's book, November 3, 2005
Let me begin by saying that I went through no less than five DirectX game programming books before checking out Miller's book on a friend's recommendation. Most of those other books (some of them decent) used C++ as their code base - as you'd expect. I spent my entire college career coding C++, so I was no stranger to the language. But I found most of those books difficult to crack. DirectX 3D programming in C++ is just not intuitive for beginners.

Enter Tom Miller's book. You should know I had very little experience programming in C# before I got this book. Now I'm a total convert. Middleware aside, I just don't think there's a faster, more intuitive way to create your own 3D games than using Managed DirectX.

I found Miller's book to be well written, clear, and having a reasonable learning curve. He starts you out slowly, and adds complexity with each game project. Add in the ease of reading and programming in C#, along with the Managed DirectX sample framework, and you're starting out ahead.

That is not to say that Miller's book is perfect. But I found most of the faults lie with Managed DirectX itself (although I suppose Miller should share some of the blame since he's the one creating it :) Because this is "new" technology, the MDX API keeps changing. Your code may not work from one SDK update to the next. Hopefully most of this will settle down with the release of Visual Studio .NET 2005.

If you're having trouble getting the source code on the CD to work, don't fret - it works. But depending on the version of the SDK you have installed, you may have to do some minor massaging of his code, specifically to his main game object. If you're annoyed by this, I don't know what to tell you. A quick Google search and some source code cut-and-paste had his code compiling with minimal effort. And this was when I knew NOTHING about C#, DirectX, the sample framework, or Miller's code.

I was able to create a fairly complex 3D puzzle game in about 4 months. Honestly, it turned out great and exceeded my expectations. And I based my original code on Miller's simplest game example. Granted by the end of development, there was almost nothing left of his original code. But that's what was so great about it - I could make some minor changes, compile, see what happened. Add a new object, compile, see what happened. I got instant feedback through the entire development process, and that made a HUGE difference for me. I never felt like I was programming into a black hole, hoping I'd get workable code at the end.

Again, this book (or Managed DirectX, for that matter) is not perfect. You will have to put in a little effort. But honestly, if you're not willing to put in the effort, why would you be interested in game programming? It's a labor of love, with an emphasis on labor. When it comes right down to it, I just don't think you can do better than this book if you have some programming experience and you'd like to try your hand at creating a 3D game.
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22 of 24 people found the following review helpful:
4.0 out of 5 stars very informative despite all of the errors, May 4, 2005
By Keith A. Langer (Somewhere in the United States) - See all my reviews
(REAL NAME)   
This is one of the only books in print which covers Managed DirectX game programming. Many of the other books on DirectX 9 still use C++, leaving those of us who prefer Managed code in the dark. Since Tom Miller is the author of the API, he is one of the best people to introduce you to this material. This book does have quite a few errors, but I still think it's one of the best books around. Despite all of the errata, I'm giving this book four stars because it provides a very comprehensive intro to DirectX 9 and 3D game programming.

If you don't have a good understanding of 3D math, I suggest looking for an additional textbook which covers matrices more comprehensively. Fortunately, DirectX reduces some very ugly matrix multiplication to look like simple math problems and I could see some people using DirectX without knowing much about trigonometry or matrix math.

This book also gave me several realizations:
1) I need a computer and graphics card with Pixel Shader 2.0.
2) I need to become a better artist so I can create my own meshes and skins or I have to pay someone else to be the artist.

In the beginning of the book, several programs are mentioned for creating meshes. In additional to those professional (and therefore expensive) packages, I thought I'd mention a program called MilkShape which only costs $25 to register and does a pretty good job of creating meshes. It exports into many formats, including DirectX.

Unlike Tom's previous book, the code in this book relies on the Sample Framework which ships with this version of DirectX. It does seem to remove some code requirements, but I think it also weighs down the code unnecessarily. I think in some ways it might have been easier to understand the code without the sample framework. The book isn't really a sequel to Tom's other book, but it's more like a repackaging of ideas with a focus on game programming.

The code does compile, but you need to make sure that you have the references to the October 2004 release (v9.02.3900). If you have multiple versions of DirectX, the framework is going to default to the newest version.

I do have to say that I felt the frustration of the previous poster who found the book to be full of errors. There are many incorrect diagrams, many instances of incorrect code, and even a small error in the section on matrix multiplication (a second edition is definitely needed). Fortunately the source code is correct, so you can always look at the code to find the necessary corrections. The book also claims that VB.Net code is provided in the source code, but I could not find it anywhere (it's all in C#). I'm not sure why the code was never translated, but perhaps it was the unsafe code (some of which could have been avoided using Marshal.SizeOf) or perhaps it's because there are many cases where a variable has the same name as a property but with a different case.

In the first project, there is at least one critical line of code that never shows up in the book but is in the source code. Most of the errors relate to references to "device" with need to be replaced with either "e.Device" or "sampleFramework.Device".

In the second project, the author leaves you on your own in the middle of the project to figure out the UI design. Normally I wouldn't have a problem with that, but the UI actually uses some classes which aren't discussed until the ensuing chapters. It would be more helpful if the source code provided an incremental copy of the code for each chapter which shows only what's been done up to that point (rather then just the final result). It would also help if at the end of each chapter you could have a definitive result to compile and display (if only to tell that you haven't missed something). As an aside, the collision detection routine is also less than perfect, since you can make the tank go through some walls as well as off the playing field.

The third project is not a complete game. It is simply a program that's been started and left for the user to finish (so I take issue with the claim on the back of the book that there are three complete games). The source code is no more complete than what's in the book (whereas the first two games are complete in the source code). But it does teach you some really cool stuff about the programmable pipeline, and if I had a card with pixel shader 2.0 I might be able to view it faster than 0.5 frames per second.

I think it would be helpful if the errata were published on line, as well as the source code (for a while I had lost the source code for Tom's previous book and couldn't find it anywhere on line). Tom's blog has some discussions, but I couldn't find errata or source code (nor could I find it on www.samspublishing.com). I've tried sending some comments to him on his blog, but I haven't heard back.

To sum it up, this is a great book despite all of the errors. Kudos to Tom for helping bring DirectX to those of use who want to write games using managed code.




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15 of 16 people found the following review helpful:
5.0 out of 5 stars Excellent book covering many topics (see below), March 13, 2005
By Phoenixwcu (Winston, NC) - See all my reviews
C# and Managed DX9 are arguably the easiest way to write understandable 3-D code. You don't have to mess with all of the convoluted C++ jargon and strange uses of variables that are initialized after passing them to methods.

I cannot stress enough how useful this book has been in the current game I am working on (a 3-D RTS). The chapters on User Interface and how to write a custom GUI have been particularly useful with where i'm at now.

This book would have also saved me tons of time earlier in the development process as he goes over such simple things as handling device lost states (such as when the user minimizes your game) and how to display an accurate framerate (I wasted tons of time on that last year!).

Tom also shows you how to write networking code to make a multiplayer game as well as how to do things such as have a nice skybox, multiple levels, loading screens, player selection screens, font output, and even the use of Shaders (to make objects shiny). He also shows how to do mesh animation using mesh hierarchies - which is very important if you want your model to be able to have different moving parts that animate (such as for walking).

This book covers a wide breadth of topics that any new programmer to game design will find useful. If you pair it up with his Managed DX9 Kickstart book (which you should read first probably), it will take you to the point where you can write your own framework for just about any game you want to write. It does not cover really advanced topics such as pathfinding algorithms and fancy AI code, but it will give you a broad overview and allow you to write several fun games (I'm especially fond of Blockers).
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Most Recent Customer Reviews

2.0 out of 5 stars an ERROR on chapter1
i have to say, that for someone who wants to use C# and directX this book is a one stop shop, i think that the general idea of this book totally hit the right point,
yet,... Read more
Published 23 months ago by Guy Zaidanband

3.0 out of 5 stars Book is chock full of errors
This book is a decent learning tool, especially if you make sure to use the included CD. However, without the CD, you would find yourself completely lost, because the code written... Read more
Published on June 12, 2006 by T. Gersic

1.0 out of 5 stars Poorly written
This is not a book for beginners. It's way above beginner level. And the sample code doesn't work.

I was conned into buying this book by the title and the fact that... Read more
Published on May 6, 2006 by L. Foretich

3.0 out of 5 stars Would be 5 stars but marred by errors
I cannot proceed because of the errors and there is no place to go to get answers. The author needs to offer tech support before I can recommend his book. Read more
Published on March 20, 2006 by Richard Osborne

1.0 out of 5 stars "Beginning" 3D games programming......?
Personally none too impressed with this effort. Tom Miller obviously has the ability to create 3D games, but his attempt at allowing the book buying public the chance to learn... Read more
Published on February 5, 2006 by disgruntled-IT

1.0 out of 5 stars Hands-on books require hands-on review prior to publication
I see that some readers had good results from this book while others were frustrated. I'm afraid I'm in the latter category. Being new to the whole . Read more
Published on January 3, 2006 by David P. Nicolette

1.0 out of 5 stars Why I decided to return this book!
First of all I'd like to say that this book's title is very much misleading. This book is not for the absolute beginners like my self. Read more
Published on May 12, 2005 by Aman Tohan

1.0 out of 5 stars A waste of the paper it is printed on
I was expect high standards from this book given that is was from Sams Publishing, but it looks like no one proof read this book. Read more
Published on April 10, 2005 by Daz Moore

5.0 out of 5 stars Excellent and well-written book
Tom Miller has succeeded once again with writing an excellent book that assists those of us who are using Managed DirectX and C# instead of the more typical C++ with Un-managed... Read more
Published on February 23, 2005 by N. Dawson

1.0 out of 5 stars CODE DOES NOT COMPILE!!!
THE CODE DOES NOT COMPILE. WHAT ELSE IS THERE TO SAY?
Published on February 13, 2005 by REVIEWER

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