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Introduction to 3D Game Programming with DirectX 11 Pap/DVD Edition
| Frank Luna (Author) Find all the books, read about the author, and more. See search results for this author |
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- ISBN-101936420228
- ISBN-13978-1936420223
- EditionPap/DVD
- PublisherMercury Learning and Information
- Publication dateFebruary 28, 2012
- LanguageEnglish
- Dimensions7 x 1.75 x 9 inches
- Print length600 pages
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Review
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.
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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 : 3.25 pounds
- Dimensions : 7 x 1.75 x 9 inches
- Best Sellers Rank: #1,176,684 in Books (See Top 100 in Books)
- #268 in Computer & Video Game Design
- #827 in Game Programming
- #2,070 in Introductory & Beginning Programming
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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.
They use the XNA library a fair amount, which Microsoft doesn't really support or develop any more. I believe Microsoft now provides <DirectXMath.h> instead of <xnamath.h>. And the suggestion that you can still use d3dx10.h (it's mostly support functions, not any core DX stuff) seems insulting in a book purporting to teach you how to use DX11.
I acknowledge that there may well be some good functions made available in older versions of DX, and that 11 is an extension of 10 so all of 10's extra functions still should work; and I get that as a DirectX programmer you will likely see these functions and it might be nice to know what they are when you see them. But this book is supposed to be about learning DirectX11. Not XNA. The two may well have been linked enough back in the day to justify it, but not it just feels old.
Also, I believe that some of the headers this book expects you to have were removed from the default install with Windows 8 and Visual Studio 2013/2015.
I have instead been using the free tutorials here: http://www.directxtutorial.com/LessonList.aspx?listid=11 They have versions of their tutorials for Desktop, Windows 8 (which is the not-Metro, weird full-screen apps stuff requiring DX 11.1) and "Universal" apps (requiring DX 11.2). They explain everything at least as well as this book, and they don't set up weird object-oriented frameworks of their own, forcing you to learn their functions as well as the DirectX ones and then learn which ones AREN'T DirectX. Also, they do a solid job of marking variables as "global" which you can use if you're writing classes to know that you need to store those variables in your objects somewhere, and the other ones can be handled incidentally within each function's scope. That should get you up and running, though their tutorials start costing money after you draw a triangle on screen.
Maybe the DX12 book will be good again whenever it comes out. But for now I heartily recommend using the free resources available online.
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The shader work is also focused on the effects framework - which has deprecated (although moved to open source), and can be tricky to implement on modern operating systems (Windows 10 'creators' edition at the time of writing). A chapter which deals with shader functionality alone (no fraeworks) would help the user understand how not to depend on libraries, frameworks and structures which may deprecate.
Overall, a must-own if you want to learn D3D11, but remember - if you're not using Windows 7 and Visual studio 2010, you may need to translate a lot of this work into another framework yourself - which the book could have avoided.
The reason I didn't give the book 5 stars is that the source code for the book uses the Microsoft D3DX library that is not available for Windows 8 and some tweaking is required to get the examples working. At the time the book was written, using D3DX was a reasonable approach so it's not really the author's fault.
However, there is still a lot in the book that does not require D3DX and the book explains the material really well. There's lots of exercises and the book comes with a CD. Bear in mind that it's not a simple subject.





