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Introduction to 3D Game Engine Design Using DirectX 9 and C# Paperback – August 22, 2003
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Top Customer Reviews
But I never expected that you could just throw in some notes about some source code and call it a book, not even one single diagram that shows you where you've reached, what are you looking at, etc... I read the first sample chapter online at apress.com and it looked promising, I wish there was any other chapter that was sampled because that's the only chapter that you can read and understand. After you get to Chapter 2, you start wondering what is he talking about?! This is probably the worst technical book I ever got...
I don't mind getting the source code online and even that it does not seem to work after reading the forums at forums.apress.com but you don't learn anything useful this way, you might as well just get some source code from gotdotnet or c-sharpcorner...
I can't wait for Tom Miller's book that's being released this week I think, the table of contents and sample chapter look very promising (samspublishing.com sample chapter is 3rd chapter so you get a better idea of how the book is written) but hey, I've been fooled once, I hope this doesn't happen again!!!
Don't waste your money or your time on this so-called book!
The book, along with the code that you have to download from apress, shows how to design & code a game engine. Actually, it's pretty weak on the design, since there are NO diagrams, and very little doc in the code, to help me understand what I'm reading. No explanation of relationships between the various objects & classes. What's especially confusing is trying to find methods that are called by the sample code. Is the method in a base class? Do I need to override it? Is it in another object that I have to write...? If there's one thing that might save this book, it would be more diagrams, such as UML.
After reading Chapter 1 and its code (which calls game engine methods but doesn't explain them), I had to download the code and go through it line by line. I wrote out the method calls by hand, and now I finally understand the high-level structure of the engine and the sample game. But that doesn't even include AI, input, lighting, sound, and how game objects are organized inside the engine. I guess I've got my work cut out for me.
This is evident throughout the book. The cover of the book is the only place you will find anything relating to 'multiplayer'. You wont even find mention of it in the glossary. The logic flow of physics makes me think that not enough time was put in to make sure that is was a sound design before writing about it and slapping it on the shelf.
Also, The example binaries provided do not function and the source has already gone through an update post release due to bugs. Even after you manage to compile the code yourself, the examples do not work properly, feel very amateurish and are based on the examples that come with the DirectX9 SDK! (Note the cheesy file menu for an obvious example)
There is also very little error checking and things could have been structured a little more efficiently(this is obviously an opinion). And while its not related directly to the book, the author didnt even bother spelling the name of his publisher right on his tag on the APress forums(where you can go to complain the code doesnt work), which shows up on every post he makes.
In summary, you can pick up some structring techniques and also see some examples of what not to do from this book, but you might be happier spending your money and time elsewhere.
Most Recent Customer Reviews
Not only is it not good design, the code itself doesn't even come close to running.Published on January 15, 2010 by SMHoff
I purchased this book in hopes that I would be able to use the code for examples and as a guidance. However, the code is outdated and unusable. Read morePublished on November 11, 2007 by A. Mikulski
If you're looking at engines like axiom, ogre, irrlicht, etc... and wondering how they do that... THIS is the book for you. Read morePublished on May 23, 2006 by James D. Peckham
This book is not an introduction to DirectX, D3D, or C#. It is a very high-level introduction to game engine design. Read morePublished on August 11, 2005 by S. McMullin
Lynn T. Harrison, Introduction to 3D Game Engine Design in C# (Apress, 2003)
The main problem with Lynn Harrison's book is that, well, the code doesn't compile. Read more
Obviously Lynn put a lot of work into the application used as the foundation for this book but unfortunate he did not put as much time into the instructional aspect of the... Read morePublished on May 24, 2004
I just browsed the book in a bookstore in California, and decided to order it from Amazon. However, I am very confused over the negative ratings here. Read morePublished on March 15, 2004 by N. Thorell
I had been waiting for this book to come out for months. After multiple delays, it finally arrived. And, I am very disappointed. Read morePublished on November 24, 2003
To make its short :
The code Sample doesnt work !!
No UML diagrams of the "engine"
if you wanna learn about Directx programming and C# you better buy... Read more