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Introduction To 3D Game Programming With Directx 9.0C: A Shader Approach (Wordware Game and Graphics Library) 1st Edition

4.6 out of 5 stars 30 customer reviews
ISBN-13: 978-1598220162
ISBN-10: 1598220160
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Editorial Reviews

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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Product Details

  • 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 (View shipping rates and policies)
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (30 customer reviews)
  • Amazon Best Sellers Rank: #872,205 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

Format: Paperback
Overall this is an exceptionally well written book. The text is easy to read, and concise, though that's not to say you understand everything the first time you read it.

The code framework is also pretty good, the naming conventions are decent and the code is clearly written. The framework is consistent throughout the book, and uses inheritance and minor polymorphism which manages to hide a lot of the Direct3D / Win32 initialization, so once you are past these chapters you needn't concern yourself with this code again, and you can intend focus on the code that Frank is trying to explain.

The design is also very modular, a good example of this is found in Chapter 21: Exercise 4 where it asks you to integrate an Environment Mapped sphere for the sky, and Normal mapped water, into a scene which shows a Castle and trees / grass. This was pretty easy, as it just required shifting a few art / source files and tying some loose ends.

The book contains many exercises, a lot of which I found very helpful in understanding the material presented in the text and code samples, they give a good sense of accomplishment and I recommend them if you want to fully understand the concepts taught, and most are generally doable with a bit of research into the DirectX SDK, and rereading the text.

The text also does an excellent job of explaining key DirectX functions, and is usually a lot more approachable than the SDK. It also explains the use of the DirectX texture tool, and Terragen ( a free terrain generator, which is very easy to use)

For anyone looking to learn DirectX 9, HLSL, and the fundamental concepts behind games, then this book will serve as a solid foundation for those willing to take the time to read and understand it.
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Format: Paperback
I have been publishing 2-d and flash games for a bit, and now need to hit DirectX for 3d again (stopped at v8) and need to catch up. There were several things I needed for the new game project starting and it was easy to find all of them right off the bat. I checked first in the index. e.g. I need landscape/terrain generation, .x file loading, and concepts described in pure mathematics (not pseudo code) before showing the actual code. Don't be afraid of matrix math/calculus and get this book. It is a total re-write from the ground up of a previous book. I like this guy.
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Format: Paperback
This is a great book. Mr. Luna provides an incredible amount of information all with good detail and clear wording. He doesn't waste time by teaching you irrelevant or outdated topics that aren't used anymore like other books. The more difficult topics are explained well and example code is abundant. This book is recommended for any aspiring game programmer.
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Format: Paperback
I'm a software developer and am going to start working in games development shortly. I needed to get up-to-speed on DirectX 9.0c for games development really fast, and I thought I would have to take an expensive course at the local university to do so. After just completing the first 4 chapters of this book, I've changed my mind. This book has everything you would want to get a solid introduction into 3D games development. If you have any ambition to enter this field, get this book, and if you're a first-time game graphics developer like me, read it from front to back. You won't reget it.
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By LeetLaur on September 15, 2011
Format: Paperback Verified Purchase
The actual book itself is a pretty decent resource for learning directX. I'm not a fan of DirectX itself however as it can be very tedious.

Regardless there are plenty of examples that are broken down into essential fragments that help you to understand key concepts. The first example for the Sprite Demo is pretty well done and walks you through the basic of creating textures and sprites, and drawing them as well as implementing backgrounds and controls so that you can start coding in no time.

As for the book itself, I am very picky and I'm not a fan of programming books that don't have a spine where they can stay flat open. This might sound ridiculous but this book is very small and can't stay open on it's own which I find kind of annoying.

There is a website however that features all the code from this book and it is a great resource in addition to the text if you are trying to learn DirectX.
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Format: Paperback
First, I would like to say that this book is very well written and extensive. It covers all the basics of rendering in 3D with DirectX, especially how to use shaders, which some other intro books gloss over. As each part of the D3D framework is presented the objects, settings and parameters are explained in great detail. As other reviewers mentioned, it also includes a rudimentary framework, however don't expect too much in that respect. The framework is not something you can run a game on, it exists only as a teaching tool (I'm referring to the simple framework that the examples are presented with, not the WorldWare engine).

Having said that, there are two down sides to this book. The first is that although D3D is explained in depth, it sometimes reads like Direct3D reference documentation - endless lists of parameter A does blah, blah blah, parameter B does blah blah blah. This is helpful, don't get me wrong - I just wish it was tucked away in an appendix. Unless the parameters do something surprising, I don't want the obvious explained to me. This may just be a personal preference, and you may actually find it helpful.

The second and bigger problem is that the book really doesn't address game state management or how to structure a *real world* game. It does tell you how to create particle systems, bone animation, texture effects, terrains, etc, but it never tells you how to put it all together, which is really not trivial. I wouldn't fault it for this if the name of the book were "Introduction to DirectX programming", but it's called "Introduction to 3D Game Programming with DirectX". In my opinion, it should cover the basics of how to structure a game, which it doesn't.
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