Enter your mobile number or email address below and we'll send you a link to download the free Kindle App. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required.
To get the free app, enter your mobile phone number.
Other Sellers on Amazon
+ $3.99 shipping
+ Free Shipping
+ Free Shipping
Introduction to 3D Game Programming with DirectX 11 Paperback – February 28, 2012
|New from||Used from|
The Amazon Book Review
Author interviews, book reviews, editors picks, and more. Read it now
Frequently bought together
Customers who bought this item also bought
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 has been programming interactive 3D graphics with DirectX for more than fifteen years. He is the author of three bestselling books on DirectX and has worked in 3D medical visualization, 3D architectural design software, and gaming. He holds a BS in mathematics from the University of California, Irvine.
If you’re the author, publisher, or rights holder of this book, let ACX help you produce the audiobook.Learn more.
Top customer reviews
There was a problem filtering reviews right now. Please try again later.
There are a couple things about the book that drive me crazy though, and the book loses one start for each.
1) The book is printed in black-and-white. It's not a big deal in some contexts, but here we're talking about subject that's all about drawing COLOR on a computer screen, and there's no COLOR in the book. It's especially ridiculous to find a diagram showing mixtures of primary colors, and it's printed in black-and-white. Seriously?
2) Typos. Lots of typos. Every chapter so far has several. Some of them in formulas and code samples. And what I'm worried about is how many typos are there in formulas and code that I'm NOT recognizing and end up misunderstanding a concept.
Mr Luna covers the basics fairly well. His illustrations are quite good. I believe he goes into too much detail at times losing the reader in the forest for all the trees. His explanation of the pipeline leaves the reader a little lost. Maybe a little history lesson would help. For example, what's with all the shader stages?
One thing I find PARTICULAR annoying is the way Mr Luna mixes in code with giant fonts with the rest of the text. Because he uses a large bold Roman font, it takes up a lot of space and is totally distracting. It ends with with the reader thinking the code is more important or is the highlight of the book. The text is! I read a book to get the idea of how things work, then I'll try the sample code to see if I can make it go. Mr Luna should take a lesson from Dietel's books. They have the art of mixing text and code down pat.
The code samples from his web site work. Some libraries had to be rebuilt for Directx11. I wish he had more comments in his code.
Also, some chapters do not mesh well with his code samples. For example, his intro on graphic primitives could have used some sample code to demonstrate some of the principles. Instead, the reader is left to either upgrade Directx11 initialization code or downgrade some of the drawing code from Chapter 6.
If you're apprehensive about buying the book because of the current state of DirectX, Frank will be publishing a new book in December "3D Game Programming with DirectX12" that will most likely address these changes in the API.
I find this book to share an interesting dichotomy with the OpenGL Superbible's 5th edition, the one that teaches version 3.3 and completely eschews the fixed pipeline of earlier OpenGL versions. Let me compare the two books, not to compare DirectX and OpenGL, but to compare the way each book teaches its topic.
Mr. Luna's strategy is to give you a lot of information up front. Chapter 4 discusses DirectX initialization, and it is full of the structures and API calls you need to actually get something on the screen. As a result, you actually end up going through a couple chapters before you draw the typical 'Hello World' application of 3D graphics - putting a single triangle on the screen. Before you get there, you have about 60 pages of theory and function calls to work through, which for some people can seem quite intimidating.
The OpenGL Superbible takes a different alternative. Instead of giving you the API data right up front, the author has written a series of wrapper classes that allow the user to do the drawing before understanding the API. Once you get some graphics on the screen, the book will begin to look into the wrapper classes, and teach you the API by showing you what each class actually does. By the end of the book, you will understand exactly what OpenGL is doing.
Personally, I like the method of teaching that Mr. Luna's DirectX book takes better. If you are the kind of person that finds this unloading of information up front daunting, perhaps you should get the OpenGL Superbible instead, which takes a different teaching method. Learning the 3D rendering pipeline is a different process than learning DirectX or OpenGL, so once you learn that pipeline through one API, you shouldn't have too much trouble with the other.
For me, however, this book is the better way to learn, and if you are okay with digging in deep before actually drawing anything on screen, you will like this book too.