- Series: Wordware Game and Graphics Library
- Paperback: 544 pages
- Publisher: Jones & Bartlett Learning; 1 edition (June 25, 2006)
- Language: English
- ISBN-10: 1598220160
- ISBN-13: 978-1598220162
- Product Dimensions: 6 x 1.3 x 9 inches
- Shipping Weight: 4.1 pounds
- Average Customer Review: 30 customer reviews
- Amazon Best Sellers Rank: #713,775 in Books (See Top 100 in Books)
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Introduction To 3D Game Programming With Directx 9.0C: A Shader Approach (Wordware Game and Graphics Library) 1st Edition
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About the Author
Frank D. Luna is a program-mer for Hero Interactive. He has been programming interactive 3D graphics for over eight years and has been using DirectX since its fifth iteration. He is the author of Introduction to 3D Game Programming with DirectX 9.0 from Wordware Publishing, Inc., and lives in Los Angeles.
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Top customer reviews
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I can compare this book to "Beginning DirectX9" by Wendy Jones and I would have to say that "Beginning DirectX9" is a better book to learn DirectX9 as a whole, and better to for a beginner to learn Direct3D. One of the biggest reasons I say this is because the source code in this book (IT3DGP) is not very clear in its implementation and doesn't match with the chapters of the book. There were a lot of topics that are referenced in the book that I would have liked to see an example of but there was NO source code. For programmers who actually want to learn what the author is writing about the source code is essential to the process.
...you want a reference for the Direct3D9 library.
...you are a graphics programmer.
...you want to learn DirectX, and NOT just Direct3D.
...you are a beginning Direct3D programmer.
...need clear source code, which matches chapters.
He also has a very academic tone, but not a dry-academic tone, just a pure, fresh, academic tone. One never gets lost in explanations, and the sample programs are straightforward. One reviewer said that he disliked the way Luna writes the argument list of functions and whatnot. For me this was great: DirectX's public interface is so terrible (when is it a pointer? What does this typedef mean? Etc..), I mean, there is really very little consistence across types and typedefs and whatnot (hate the fact that there is absolutely no encapsulation, yielding to me always raising this question when writing code: was this a function or public member?). Well, It did me much justice to explicitly know what was going on in each function call.
I have read tons of programming books, on may topics, and few people handle concept pacing as well as Luna does (honestly, even if I liked Effective C++ more, I believe Luna has better pedagogical skills than Meyers (I know, Effecitve C++ is much more professional, but still)).
One of the things I disliked is the Framework he uses to build his programs. Yes, it was very easy to grasp, used many OOP concepts nicely, and overall it felt right. But the design pattern it followed felt to me as it could've been implemented better. The client beware condition of "only creating one App object" (and he does this with other classes too) is not something any C++ professional will be easily in love with. And actually, there is a way to implement this in a client safe pattern: Singleton design pattern (local static object constructed in a static function belonging to a class with private constructors).
I am not going to write anything more because all the other qualities have been (re)written a lot already, and I hate to do that.
But still, hope this helped.
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