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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 !, January 13, 2002
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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