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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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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.
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.
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.Read more ›
Most Recent Customer Reviews
Still a pretty good book. As DirectX 10-12 haven't caught on that fast, DirectX 9 is still very relevant. Read morePublished 12 months ago by Nyara
For the beginner this is a must own!
In my case it showed, amongst other things, that I had to incraese my knowledge of the programming language. Read more
the only caveat is you really have to do the exercises, and go through it in-order... i used this book to teach myself OpenGL 3. Read morePublished on June 12, 2014 by Nicholas Charles Ralabate
The progression from the math primer to writing cogent code is logically and clearly presented. The downloadable C++ sample code for all lessons provide a working framework for... Read morePublished on April 23, 2013 by Jim Bender
This book is written in a style that makes it accessible and fun to read without making any trade-off on the content. A great book though outdated today.Published on March 31, 2013 by Clockwork
I bought a clutch of books to learn DX9. This is the best.
As someone with some experience programming C and Windows APIs, I felt it was pitched at the right level for... Read more
This is the second game programming book iv purchased from amazon. The first book i bought was for FPS programming. Read morePublished on January 5, 2012 by mpautzke
This is a great book. With an easy language, Mr. Frank Luna describes all what we need to know about game programming with Directx 9. Read morePublished on October 5, 2010 by Rogerio Setubal