- 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: #1,416,266 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
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.
Luna's book is the only book I've found that falls into the category that I needed: a book for competent programmers who know zilch about 3D programming. Back in 2006 I learned Direct3D using the first edition of this book at my job, and I recently bought this edition to refresh my memory.
The new edition contains all the introductory math and covers all the same subjects as the previous version, but the entire book has been re-worked to use programmable shaders. The use of shaders is fairly basic, but some more advanced techniques (such as bump mapping, displacement mapping, etc) are introduced as well. (All the typos from the first edition have been fixed, as well.)
If you're not familiar with C++, or if you're completely unfamiliar with trigonometry and geography, I would *not* recommend this book. It absolutely assumes C++ experience, and while it covers the math, it won't really teach you math from scratch, it will just help you remember those old classes from high school.
Also, programmable shaders will NOT work with older video cards, or certain modern budget video cards. That means everything in this book won't work. If that's an issue for you, I recommmend you get the first edition of this book.
If you're already comfortable with C++, this book is a great introduction to Direct3D. I really can't recommend it enough.
his taste in demo is really quite good, the part on using partial derivatives to find normals for a procedurally deformed mesh was slick. plus, the math chapters in the beginning have great explanations.
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