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Introduction to 3D Game Programming with DirectX 11 Pap/DVD Edition

4.2 4.2 out of 5 stars 119 ratings

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This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. Includes a companion CD-ROM with code and figures.

eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at info@merclearning.com.

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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 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.

Product details

  • Publisher ‏ : ‎ Mercury Learning and Information; Pap/DVD edition (February 28, 2012)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 600 pages
  • ISBN-10 ‏ : ‎ 1936420228
  • ISBN-13 ‏ : ‎ 978-1936420223
  • Item Weight ‏ : ‎ 3 pounds
  • Dimensions ‏ : ‎ 7 x 1.75 x 9 inches
  • Customer Reviews:
    4.2 4.2 out of 5 stars 119 ratings

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4.2 out of 5 stars
119 global ratings

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Customers say

Customers find the book provides clear explanations and examples for using the API and Direct3D. They find the content relevant, thorough, and covering the basics well. The illustrations are good.

AI-generated from the text of customer reviews

25 customers mention "Ease of understanding"19 positive6 negative

Customers find the book easy to understand with good explanations of how to use the API and using Direct3D. They find the examples straightforward and accessible to intermediate programmers. The content is well-presented, informative, and approachable.

"...Although there are other great resources, Luna’s writing is both informative and approachable...." Read more

"...codes has right size and is smaller than the text font, so they are easy to read...." Read more

"...The examples are very clear and very easy to follow, even we have an example on how to load a skeletal character with animation...." Read more

"...Other than that, the book is really good, nice explanations, every single provided sample code compiles, and i would strongly recommend it to any..." Read more

19 customers mention "Content"19 positive0 negative

Customers find the book's content relevant and thorough. They appreciate the introductory math topics and DirectX topics that most books don't cover. The book covers the basics well, providing in-depth descriptions of functions and parameters. It includes useful real-world examples and is an excellent resource. However, some readers dislike that there are no color pictures.

"...The book also covers a broad range of topics from the basic lighting, texturing, and blending, to terrain rendering, normal and displacement mapping..." Read more

"...if you are good with Computer graphics, it is really nice book to start learning game development...." Read more

"...Codes are well organized. Books covers many topics in separate chapter. There is a camera chapter with a camera class...." Read more

"...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..." Read more

4 customers mention "Typos"0 positive4 negative

Customers find the Kindle version full of typos and errors. They find it difficult to read.

"...Typos. Lots of typos. Every chapter so far has several. Some of them in formulas and code samples...." Read more

"...covers just about anything I could imagine and although it was a bit of a tough read, I think it might be easier if I actually used it along side..." Read more

"...to make adjustments to enable using it with VS 2015, but still got so many errors!!!..." Read more

"Kindle version is very bad full of typos, unreadable regions (not even the code but also some paragraphs with text are clipped) and illogical..." Read more

Top reviews from the United States

  • Reviewed in the United States on April 29, 2014
    Frank Luna’s DirectX series has been the go to book for DirectX development for many years. Although there are other great resources, Luna’s writing is both informative and approachable. The book also covers a broad range of topics from the basic lighting, texturing, and blending, to terrain rendering, normal and displacement mapping, geometry and compute shaders and more. He even tackles some tough topics like shadow mapping and ambient occlusion in a way that is understandable. Overall a lot of good material in a package that’s a bit under 900 pages.

    The book assumes you have some knowledge of graphics and C++ programming, though it does go over some of the basics at the beginning. So you don’t need to be a graphics wizard to read this book, but you should at least have a firm grasp of C++ and some idea about 3D mathematics. Though you don’t need previous knowledge of DirectX. I had some experience with DirectX 9 going in, and I was still surprised about some of the changes with DirectX 11. Although the basic concepts are the same (using vertex and index buffers, for example), the code to accomplish things were very different in places. That said, Luna’s style made even some of the denser code snippets manageable.

    Luckily, the included samples did compile with only minor changes to the project properties. I purchased the Kindle e-book, but was able to download the samples from the website. Although I enjoyed the e-book, I will make note that many of the code snippets didn’t look great on the device. This is a common problem with programming books on the Kindle, where code that should be on one line spans multiple lines and makes a mess of the original print formatting. Unfortunately this book is not much better in that regard. Even so, I was still able to follow the code. I just wish more care would be taken with the formatting.

    All in all, a great resource and should not be missed if you plan on writing a game or engine with DirectX 11.
  • Reviewed in the United States on October 2, 2013
    I am new to Game Programming, but I already like this book (still half way through reading Part 2 of this book). Though for computer graphics terminology, I have to use other books, but if you are good with Computer graphics, it is really nice book to start learning game development. Though I would have loved to have Directx11.1 and DirectX11.2 versions of this book, because Effects are no more valid for Windows Store Apps. So it makes it tough to learn about the basic concepts, as you have to first make it work without using Effects. Though msdn is useful, for those cases, still makes it more time consuming than is required.
  • Reviewed in the United States on October 7, 2012
    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.
    4 people found this helpful
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  • Reviewed in the United States on December 18, 2012
    Frank Luna's book is great. It's stated goal is to make you comfortable enough that you can use Microsoft's MSDN documentation and understand everything they're talking about, which is a very useful goal. There's no way you're going to memorize API calls, and yet MSDN assumes you have quite a bit of understanding about the rendering pipeline and the structures that DirectX uses.

    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.
    4 people found this helpful
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Top reviews from other countries

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  • Andreas Miller
    5.0 out of 5 stars Excellent book!
    Reviewed in Canada on October 6, 2023
    The book gets you up and running quickly. I bought both the DirectX 12 and DirectX 11 versions of the book, and both are excellent. The companion DVD with source code is invaluable.
  • gamer3000
    5.0 out of 5 stars Sehr gute Einführung in DirectX 11
    Reviewed in Germany on January 15, 2018
    Frank Lunas Buch richtet sich an fortgeschrittene C++-Entwickler, die einen Einstieg in die Grafikprogrammierung suchen, oder auch an Entwickler mit OpenGL-Erfahrung. Im ersten Teil des Buches geht es um die notwendigen mathematischen Grundlagen, im Grunde ist es eine Einführung in lineare Algebra, Vektor- und Matrizenrechnung.
    Der zweite Teil beschäftigt sich mit dem eigentlichen Rendern in DirectX 11: Schritt für Schritt werden die einzelnen Teile der Rendering-Pipeline und deren Programmierung in Direct3D erläutert. Lobenswert: die meisten verwendeten Calls, Structs und Klassen werden detailliert beschrieben. Es handelt sich hierbei um (zumindest für mich) verständliche Beschreibungen, es wird z.B. beschrieben wofür die einzelnen Parameter gut sind und wie sie in der Praxis verwendet werden, im Gegensatz zu den oft sehr technischen Beschreibungen auf MSDN. Auf der beiliegenden DVD findet sich zu jedem Kapitel ein Beispielprojekt für Visual Studio. Schwach: die Abhängigkeiten (includes und libs) müssen für jedes Projekt einzeln händisch hinzugefügt werden. Zum Ausführen benötigt man auf jeden Fall Visual Studio 2010 und das DirectX SDK, bei mir kompilieren die Beispiele auch unter Visual Studio 2017, Version 2010 wird dennoch benötigt aufgrund der Build-Tools.
    Im dritten Teil werden advanced Techniken wie Terrain Rendering, Instancing, Frustum Culling, Tesselation, Picking, SSAO und Charakter-Animation beschrieben.

    Jetzt zu den Schwächen:
    - Der Autor arbeitet durchgehend mit Raw-Pointern auf Direct3D-Ressourcen und gibt die Ressource manuell frei, wenn sie nicht mehr benötigt wird. Das ist fehleranfällig und muss nicht sein, die Microsoft-spezifischen Smart-Pointer wie CComPtr oder Microsoft::WRL::ComPtr schaffen hier Abhilfe. Beispiel: statt ID3D11Device* schreibt man CComPtr<ID3D11Device>.
    - Das Buch ist schon etwas älter, die Beispiele basieren noch auf dem veralteten DirectX SDK. Mittlerweile ist Direct3D fester Bestandteil von Visual Studio. Zusätzlich gibt es einige github-Projekte, die einem einerseits Arbeit abnehmen (DirectXTK, DirectXTEX, DXUT), andererseits das Leben (und Programmieren) erheblich erleichtern (das Effects Framework FX11).
    Meine Empfehlung daher: Nicht die Beispiele von der DVD 1:1 übernehmen, sondern ein eigenes Projekt mit CMake aufsetzen, Hirn einschalten, eigene Klassen und Shader schreiben und das Buch und die DVD höchstens als Nachschlagewerk verwenden. Jedem, der ernsthaft etwas in die Richtung machen will, sollte das ohnehin klar sein.

    Fazit: Kann dieses Buch aus mir von heute auf morgen einen erfahrenen 3D-Programmierer machen? Nein.
    Ist dieses Buch eine umfangreiche Einführung in die 3D-Programmierung und Rendering-Pipeline im Allgemeinen, sowie DirectX 11 im Speziellen? Ja, deshalb gibt es von mir die volle Punktzahl.

    Wer interessiert ist, kann sich auf Youtube eine kurze Demo zu dem Thema anschauen, einfach nach DirectX 11 Forward Renderer suchen.
  • Alex
    5.0 out of 5 stars Perfetto per iniziare!
    Reviewed in Italy on July 6, 2018
    Pensato e scritto per chiunque voglia iniziare a scrivere applicazioni in Direct3D11 partendo da zero. Teoria spiegata il più semplicemente possibile e finalizzata esclusivamente alla realizzazione delle demo proposte. Ultima parte del testo più avanzata ed accessibile solo a chi ha competenze o esperienza adeguate. L'unico difetto è che è stato scritto prima che l'SDK delle DirectX venisse inglobato nel Windows SDK quindi bisogna sbattersi un pochino per far girare il codice fornito dall'autore. Anche perché effettuando tutte le modifiche indicate sul suo sito sembra comunque non funzionare se non si usa la cartella Common di Blend Demo per Win10 e VS 2015 fornita come esempio funzionante già fixato. Quindi, se volete far funzionare le demo scaricatevi il progetto Blend Demo per win10 e VS2015 ed usate quella cartella Common. Dopodiché potrete seguire i consigli sulle modifiche al codice nella pagina dedicata.
    In conclusione, è un ottimo testo che spinge il lettore ad aprire l'editor di VS anche solo per provare le demo, dato che sono molto interessanti e mai banali. D'altro canto, concentrandosi principalmente sull'aspetto pratico all'API vera e propria è dedicata la stessa attenzione riservata alla teoria ed è quindi spiegato solo il necessario per scrivere la demo di turno. Per avere un quadro più completo il consiglio è quello di fare riferimento alla documentazione ufficiale online di Microsoft.
  • くまー
    4.0 out of 5 stars 理論・実践のバランスが良い本だと思います
    Reviewed in Japan on November 6, 2016
    ※内容は全て英語で書かれています。
    864Pもある分厚い本ですがその分丁寧に書かれています。
    DirectX11の導入、3Dで必須となる数学、DirectX11の基礎から発展、そして、その他の様々なトピックが豊富に詰まっています。
    また、本で出てきたコードなどは付属のCDに入っているので、バグの原因を見つけるにはいいかと思います。

    ただ、載っている情報が古い場合があります。
    この本は2011年のものなので付属のコードも当時の環境で動作が保証されているにすぎません。
    (付属に入っているのはVisulaStudio2010のソリューションでした)

    比較的新しい環境だと、本の通りに書いても動きません。(特にEffectFileあたり)
    そのような方は使用する.hファイルや関数を変えましょう。
    下記のリンク先では、この変更を図で分かりやすく説明してくれています。
    […]
    (ちなみに、私の開発環境はWindows10/ VisualStudio2015です。)
  • Callum
    5.0 out of 5 stars Great introduction to DirectX and Direct Compute
    Reviewed in the United Kingdom on February 18, 2013
    I'm fairly new to C++ but still found this book great; a no nonsense guide to getting started with 3D graphics. It assumes no prior knowledge of gpu programming and takes the reader from the basics of device initialization up to more fancy Directx 11 features such as tessellation and direct compute. A basic knowledge of C++ is essential - though I've never worked with COM objects I got along just fine. It helps if your linear and vector algebra is up to scratch, but there are a couple of refresh chapters if you are rusty. There are nicely illustrated diagrams throughout the book to help visualize the effects of some of the algorithms. All the example code is well commented, clean and compiles successfully under the free version of Visual studio 2010 (Remember to get the microsoft windows sdk, it is not included in the free version).