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Focus On 2D in Direct3D (Premier Press Game Development Series) 1st Edition
- ISBN-101931841101
- ISBN-13978-1931841108
- Edition1st
- PublisherMuska & Lipman/Premier-Trade
- Publication dateMarch 2, 2002
- LanguageEnglish
- Dimensions6 x 0.75 x 9 inches
- Print length271 pages
Editorial Reviews
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About the Author
Excerpt. © Reprinted by permission. All rights reserved.
If you have already skipped ahead to Chapter 1, you probably noticed that I get right into the subject at hand immediately, rather than taking a couple of hundred pages to wade slowly into the topic by first going over basic Windows programming and basic DirectX information.
The Focus On... series isn t like that, for a reason. The biggest complaints I got about my last book, Isometric Game Programming with DirectX 7.0 were that it was (a) too expensive and that (b) the WIN32/DirectX tutorial sucked up a full third of the book. The reasons for the complaints are related. Because of the 250-page WIN32/DirectX section, Isometric swelled to over 700 pages. More pages make the cost of printing the book higher, and that cost gets passed along to you, the consumer (that s just how business works).
So no more basics. Nowadays there are dozens of books out there that have the basic WIN32/DirectX information in them (and chances are that you already own one), so no further beating of the (very) dead horse in this book.
However, because I don t cover the basics, to get the most out of this book you should already be at a certain level of knowledge in your game programming (for exactly what that level is, see the "Who You Are" section below).
What s in this Book?
This book is about Direct3D, a component of DirectX used primarily to render three dimensional scenes (or at least a rough approximation of them). However, unlike all the other Direct3D books, I don t actually cover 3D rendering in the traditional sense. I cover 2D rendering, which is a very different approach to the topic of Direct3D. I will concentrate on showing you what the API actually does rather than telling you how to do what it was originally designed for. The difference is subtle, but important.
For the most part, I have made this book into something of a bridge. While there is currently a place for 2D games (and indeed there always will be... not all games need 3D), it is shrinking steadily. Where does this bridge lead? Well, after reading this book, you ll have a much better grasp of what is really going on in Direct3D, and so going back to those Direct3D books that befuddled you before should be easy.
Who You Are
You are a 2D programmer. You should be familiar with some sort of 2D API, be it GDI, DirectDraw, SDL, or something else. Above all else, you should have a good command of the techniques used for 2D game programming. Naturally, this means that you should be a game programmer, and somewhere above the rank of total newbie; but you don t have to know a whole lot.
The ideal scenario is that you are a 2D game programmer who has looked at/purchased/tried to read one or more books on Direct3D without success. For whatever reason, Direct3D lies just beyond your grasp. All of the books on the topic and/or all of the tutorials on the Web have frustrated you, as, even if they are on the topic of 2D with Direct3D, they are still written from the 3D programmer perspective, not your perspective as a 2D programmer.
The programming language of this book is C++, and I do use some C++-specific features, but a good knowledge of C should get you by, for the most part.
Product details
- Publisher : Muska & Lipman/Premier-Trade; 1st edition (March 2, 2002)
- Language : English
- Paperback : 271 pages
- ISBN-10 : 1931841101
- ISBN-13 : 978-1931841108
- Item Weight : 14.4 ounces
- Dimensions : 6 x 0.75 x 9 inches
- Best Sellers Rank: #3,617,712 in Books (See Top 100 in Books)
- #22 in DirectX Software Programming
- #1,146 in Computer Graphics
- #2,541 in Game Programming
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This book added alot beyond a SDK-two-sentence explanation of Direct3D objects and made me realize how much I DIDN'T know about Direct3D. The author DID cover the basics in this book (no Win32 mind you), but what happened was, the "why" and more "what" were revealed to me in this text.
The "why this enumeration is this value" and the "reason for performing this class call", etc. Alot of the details that were overlooked before in other books (I've read many) were explained well in this book, giving me the additional information I needed to push completely past a "beginner" status.
All the examples I ran compiled, and all the examples were related well with the text in the book. This book is not a monster either. It's about 258 pages and smaller in size. The author does not try to teach you the WIN32 API, so that takes a big chunk out making this a quick read.
Normally, I try to give a balanced review about a book, the good AND the bad. No book is perfect, so I will say this book is NOT for advanced programmers unless you need a good reference, but for a beginner to intermediate programmer, this is a good nugget of knowledge. Very useful beyond 2D. He does exclude alot of D3DX making you write your versions of their functions which helps in the understanding, but makes it hard sometimes in finding the equivalent D3DX functions since I choose to use them. But in searching for D3DX functions in combination with reading this book, I've noticed that I understand alot of the parameters better when using the D3DX functions! Not bad..
Great book for the beginner to intermediate programmer, and a great reference for anyone after that.
Some of the topics the author covers in this book that I found particularly useful:
- Alpha blending for 2D effects
- Z buffering (this topic is covered extensively elsewhere, admittedly; but this author has explained Z-buffering in the most lucid manner I have seen to date)
- Lighting for 2D
- Simple vertex shading for 2D
- Particle systems for 2D (very useful)
The later chapters, in particular, were extremely useful. All the code WORKS. This book was written while DirectX 8.0 was the latest and greatest, so there may be some issues with DirectX 9 and higher, but of course that's to be expected.
All in all, This book has been one of the best investments I've ever made in my game development education. Furthermore, it has been a constant companion and reference during my own commercial game development.
In the end he says that he didn't write a game because he just teaches you the tools to create one yourself. He didn't give me any tools! I just think he is lazy.
I have never writed a review, but in this case I thought that I just had to. This book stinks! Go read the SDK docs instead.
1. Just DX8 Code and Theory. Nothing on setting up Windows and the GDI or the history of Windows. The lower price tag is due to this.
2. Codes that actually compile and run. This is "pretty rare" considering that other DX8 books (as of July 2002) have half baked code that does not even compile.
3. Focus is on techniques and not on making a monster library. Unlike most books, there is no monster central library where each project needs to include. Each example in the book has its own source code and does one or two things only, making the relevant code stand out.
Conclusion:
If you are an experienced programmer with DX7, this book is definately a buy. But, if you are a new programmer, stay away from this book. This book purposely leaves out any support for inexperienced programmers.
For those that have his previous(?) book, "Isometric Game Programming With Directx 7.0", this book is basically part 2 of that book.
