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Beginning DirectX 11 Game Programming [Englisch] [Taschenbuch]

Allen Sherrod , Wendy Jones
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Kurzbeschreibung

12. Mai 2011
Discover the exciting world of game programming and 3D graphics creation using "DirectX 11"! "Beginning Directx 11 Game Programming" is an introductory guide to creating fantastic graphics, amazing creatures, and realistic worlds for games. Written specifically for the beginning programming student, this book uses step-by-step instructions to teach the basics of DirectX 11, introducing skills that can be applied to creating games for both PC and game console platforms like the Xbox 360. Updated for all the newest DirectX technology, this book includes coverage of improved professional coding practices, an overview of the DirectX components and tools, sprites, text and font rendering, audio, shaders and effects, and much more.

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Beginning DirectX 11 Game Programming + Introduction to 3D Game Programming with Directx 11 + Game Coding Complete, Fourth Edition
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Produktinformation

  • Taschenbuch: 372 Seiten
  • Verlag: Course Technology (12. Mai 2011)
  • Sprache: Englisch
  • ISBN-10: 1435458958
  • ISBN-13: 978-1435458956
  • Größe und/oder Gewicht: 23,2 x 18,8 x 2,3 cm
  • Durchschnittliche Kundenbewertung: 4.2 von 5 Sternen  Alle Rezensionen anzeigen (4 Kundenrezensionen)
  • Amazon Bestseller-Rang: Nr. 71.731 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
  • Komplettes Inhaltsverzeichnis ansehen

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Produktbeschreibungen

Pressestimmen

1. The What, Why, and How of DirectX. 2. Your First DirectX Program. 3. The 2D Resurgence. 4. Text and Font Rendering. 5. Input Detection and Response. 6. Audio in DirectX. 7. 3D Primer. 8. Shaders and Effects. 9. Cameras and Models in Direct3D. 10. Conclusions.

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Buchdeckel | Copyright | Inhaltsverzeichnis | Auszug | Stichwortverzeichnis
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4.2 von 5 Sternen
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2 von 2 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Ja Nein Vielleicht 9. Februar 2013
Format:Taschenbuch|Verifizierter Kauf
Sehr guter und umfangreicher Einblick in die Welt von DirectiX11. Leider musste ich als "DirectX Neuling" und Windows 8 + VS2012 User festellen, das einige Funktionen und Strukturen von DirectX unter Windows 8 nicht mehr unterstützt werden, wie z.b. "D3DX11CompileFromFile". Was das Arbeiten mit dem Buch, gerade als Neuling, erschwert.
Fazit: Mit Windows 7 und VS2010 trifft man sicherlich eine sehr gute Wahl mit diesem Buch. Als DirectX-Anfänger mit Windows 8 und VS2012 ist es eher ein (infinitesimal)Schritt in die falsche Richtung.
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1 von 1 Kunden fanden die folgende Rezension hilfreich
3.0 von 5 Sternen Neue Auflage 21. Juli 2014
Format:Taschenbuch|Verifizierter Kauf
Die Ausführungen sind sehr Oberflächlich und grade für Einsteiger geeignet, wer allerdings bereits eine andere DirectX Version kennen lernen durfte, sollte die Finger weg lassen.

Das Buch muss zudem nochmal an der einen oder anderen Stelle überholt werden, speziell was das kompilieren von Shadern während der Laufzeit angeht, da sich in der Zwischenzeit auch der DirectX Standard gewandelt hat.
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1 von 1 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen ideales verständliches Einsteigerbuch 18. April 2012
Format:Taschenbuch|Verifizierter Kauf
Da ich seit DirectX 8 nicht mehr mit der API der Redmonder programmiert habe, kaufte ich mir dieses Buch um den Einstieg wieder zu schaffen.

Zum Titel des Buches, in diesem Buch werden (wie der Titel sagt) nur die Grundlagen zur Programmierung mit DirectX 11 gelegt.

Das Werk von Allen Sherrod und Wendy Jones ist in acht gedruckte Kapitel unterteilt.

Kapitel 1: Geschichte und Einführung in die DirectX API
Kapitel 2: Erzeugen des Windows-Fensters sowie Initialisierung der DirectX-API und Löschung der Ausgabe
Kapitel 3: 2D-Rendering inkl. Anzeigen/Skalieren von Sprites
Kapitel 4: Text/Font Rendering; Erstellen einer eigenen kleinen "Fontengine" unter Verwendung von Bitmapfonts
Kapitel 5: Input Detection/Response; Win32 Input, DirectInput & XInput
Kapitel 6: 3D-Rendering; Erstellen eines 3D-Programmes inkl. der nötigen Mathematik (knapp gehalten)
Kapitel 7: Shaderprogrammierung; HLSL-Shader (Vertex-, Pixel- und Geometryshader) schreiben, Layout von Effect Files, leider kein Hull- sowie Domainshader
Kapitel 8: Additional Topics; Erstellung von 3D-Kameras, laden von Meshes bzw. Models aus Wavefronts .obj-Format, Komplexe Kameras sowie 3D-Levelfiles

Nur online zur Verfügung gestellt:
Kapitel 9: Conclusions; Zusammenfassung der bisherigen Kapitel sowie der weitere Ausblick der Möglichkeiten mit der DirectX11-API
Appendix A: Antworten zu den Kapitelfragen der Kapitel eins bis acht sowie Appendix B
Appendix B: Audio in DirectX; Nutzung der XAudio2 und XACT 3 API zur Soundwiedergabe

Der Text ist sehr verständlich geschrieben und war für mich auch ohne Wörterbuch stets gut zu verstehen (Mein erstes Englisches Fachbuch).
Lesen Sie weiter... ›
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1 von 11 Kunden fanden die folgende Rezension hilfreich
Von Eve
Format:Taschenbuch|Verifizierter Kauf
Ein sehr interessantes Buch!
eines der wenigen guten über directx11 programmation ... kann ich nur empfehlen

Wer sich interessiert für die dx11 programmation dem ist mit diesem buch in allen ruichtungen geholfen
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23 von 25 Kunden fanden die folgende Rezension hilfreich
3.0 von 5 Sternen A Good Beginner's Primer to DirectX11 17. Juni 2011
Von Steve M. - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Verifizierter Kauf
Being an OpenGL only person, I figured it was time to broaden my horizons and see what DirectX was all about. This book is good about breaking down every parameter to each function using DirectX. For example, it explains what every parameter to D3DX11CreateDeviceAndSwapChain do and what they're used for. There are a few problems with this book that can frustrate the crap out of you if you don't realize it is a small error. I haven't read the book spending hours on each page, but I was able to find a few errors that cause tension when you're learning:

1. Page 51: ID3D11Context doesn't exist, it is ID3D11DeviceContext. I searched the header files for ID3D11Context and it simply doesn't exist. If you knew DirectX11, you'd know it was ID3D11DeviceContext instead, but for a beginner who has no idea, it can be a frustrating response when your compiler says "ID3D11Context: undeclared identifier".

2. Page 54: OMSetRenderTarget doesn't exist it is OMSetRenderTargets. A very simple error (they left of the 's'), but you can spend a lot of time just hunting down the correct function. Luckily, the following pages contain OMSetRenderTargets correctly, but if you're like me and like to step through the book while programming, it doesn't work.

3. Page 118: "A 2D texture uses a single value for its texture coordinate. A 2D texture uses two values for its texture coordinates". I think they meant to say "A 1D texture uses a single value for its texture coordinate." Without any knowledge on graphics programming, this could be a problem.

4. This book doesn't show what header files or libraries are required for each function. For instance D3DX11CompileFromFile isn't in d3dcompiler.h, it is in d3dx11async.h. Do I include d3dx11.lib or d3d11.lib? OpenGL (using GLEW) uses opengl32.lib and glew32.lib and that's it.

5. This book uses DXTRACE_ERR and DXTRACE_MSG. However, unless you know where these are or which header they're in, you'll have to search for yourself. Also, don't forget the library file dxerr.lib!

All in all, this book is a good beginner's book. It doesn't go into depth about graphics programming, it is just about DirectX11 (which you can get from the title of the book). So know what you're getting into. If you don't know anything about 3D programming, this book really isn't for you. If you do know 3D programming, but want to learn the new(er) DirectX11, this book IS for you.
6 von 6 Kunden fanden die folgende Rezension hilfreich
2.0 von 5 Sternen Not Well Focused 27. Dezember 2011
Von John Urbanic - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Verifizierter Kauf
If this book spent less time explaining Intro to C++ topics like why I should use the managed pointer libraries (really?) and didn't write every single example out like a lesson in maximum object-oriented coding, it might have had space to actually get into DirectX 11 topics like tesselation. And, maybe some real gaming concerns like collision detection and how to use DirectCompute. Or 3D/stereoscopy. Or interfacing with other MS libraries (GDI, DirectDraw). Or any of a host of actual gaming topics. Instead, by the end, you are prepared to understand only the most rudimentary examples that are covered by many on-line tutorials in one quarter the space. But, hey, you will remember to error check every single API call and never to let the memory manager de-allocate anything when you are done (I am trying to sarcastically say that every example is a long-winded and pendantic).

There are also a lot of minor errors that any competent reviewer should have caught. And even a non-technical editor should have noticed that many of the graphics are unrecognizable. These aren't terrible in and of themselves, but are probably indicative that this book was really rushed to market.

It is hard to believe that either of these authors have ever written any serious, real-time gaming code. They seem better suited to writing Intro to Java books. For which they would probably be great. Use the Web tutorials and SDK examples first. Only buy this book if you really, really want another pass of the same material. I would be very bummed if I had only this to use as my primary source.
7 von 8 Kunden fanden die folgende Rezension hilfreich
3.0 von 5 Sternen Good overview, misleading title. 11. Oktober 2011
Von CPU enthusiast - Veröffentlicht auf Amazon.com
Format:Taschenbuch
When I first saw this book a few months before it was released, I got very excited. As soon as it was available on preorder, I ordered it.

It came to me and I immediately began reading it. The information at the beginning was useful and well written, but not once in the entire book did I get a sense of "game" programming. If the book was not titled "Beginning DirectX 11 Game Programming", I would have never known. This book is anything but game programming, which would have been OK with me if the title didnt blatantly advertise it. This doesnt even cover audio. Not once in the book do you get to create a demo game of any kind. When I purchased this book, I expected to see what I saw in "Beginning Game Programming Third Edition" but better. If there is another edition of this book written, I would like to see it cover a demo game in each chapter, and I would like to see every part of DirectX covered (Including XACT, DirectCompute, and XAudio. Even if just a few pages).

Long story short... Worth the money ($20)... But if you are looking for a DirectX 11 book for beginners that covers everything and at the same time offers demo games, the book does not exist yet; trust me.

Authors: If you read this, please do not be offended. I am not doing this out of spite, I just wanted to express my thoughts on what the book appeared to offer and what it actually did. The things that were written were written well; I am more concerned that the parts that were not written at all that I believe should have been written.
8 von 10 Kunden fanden die folgende Rezension hilfreich
1.0 von 5 Sternen A poor choice even if you're a stark beginner 11. Mai 2012
Von Scott Bruno - Veröffentlicht auf Amazon.com
Format:Taschenbuch
You should never buy a book of this type with the expectation that you'll be able to skim a few chapters, copy some code listings, and come away with a feature-rich renderer and/or a complete understanding of the technology. There's a reason why complex engines are built by a team of developers with specialized knowledge and experience. The best you can hope for is to find a book that focuses on a specific area and delivers good content on that particular topic.

All that having been said, this is a terrible book. It is merely a rehash of extremely high-level, "hello world" type content that already exists elsewhere. Whenever the text gets close to discussing the actual workings of DirectX you will see statements like, "... but that is an advanced topic". Or, even worse, some aspect of the API will be mentioned in passing and never referred to again. It also teaches you terrible habits like performing file format conversions at load time ("loading models" section), and demonstrates performance-sucking "techniques" like using memcpy when you should do a double-buffer pointer swap ("reading input" section).

The bottom line is that even if you are a complete beginner, you should steer clear of this book. At no point does it venture into the waters of DirectX deeper than ankle level, and it is full of awful code practices that no actual game developer would ever teach you, even accidentally.

You can easily find far more in-depth information for free, including video/slides from various developer conferences like Gamefest and GDC, the documentation and samples, and from all over the web. If you want to spend money on additional references, I would suggest Luna's book. That text at least discusses how to actually use DirectX, whereas this book only prepares you to render a simple tutorial asset in a tutorial framework that you would never use as the basis of a real renderer.

For the record I've been a professional game developer for the past 13 years. I've put games on the PC and on every console from the PS2 forward, and I use DirectX every day (where applicable). I'm reviewing this book in the hope that no aspiring developer will be fooled into purchasing it.
4.0 von 5 Sternen Good Introductory Text on the DirectX 11 API, Though Not Very In-Depth 29. April 2014
Von A. M. Hernandez - Veröffentlicht auf Amazon.com
Format:Kindle Edition|Verifizierter Kauf
Beginning DirectX 11 Game Programming by Allen Sherrod is, what I’d consider, a great introduction into DirectX programming. Just to be clear, it’s really only an overview of the DirectX APIs (Direct3D, DirectInput, etc.) and not really a graphics or game programming book (despite the title). So there is very little in the way of actual gameplay type programming, as you never really get to the point of having any sort of game demo. In that same respect, you don’t really deal too much with computer graphics theory, though there is some brief coverage of lighting models in regards to shader programming. That said, what is in the text is a good start to learning the DirectX 11 API and getting some foundation knowledge of the Windows platform.

The book covers basic Win32 window creation, initializing Direct3D, error handling, basic 2D graphics concepts, font rendering, input handling (with Win32, DirectInput, and XInput), fundamental 3D math (vectors, matrices, coordinate systems), cameras, and 3D models. Overall a good amount of topics, and decent coverage of the building blocks for working with the DirectX 11 SDK. While I wouldn’t say the book is for “beginners” (as nothing involving DirectX or Win32 is really for novices), it doesn’t go into as deep a depth as something like the Frank Luna book (which covers more interesting topics like normal mapping and shadow maps). However, I did find the discussion at the end about loading the OBJ 3D file format into Direct3D to be unique, as most books do not go into this.

So do I think Beginning DirectX 11 Game Programming is worth reading? Certainly. It was an approachable read and the Kindle e-book was moderately priced at around $25. For sure, if you are working with the DirectX 11 SDK you will want all the help you can get. Granted, I think some of the other titles I’ve seen had more impressive demos, or deeper coverage, but I felt this was a fine introductory text. I’d even go as far to say that you should read this book first, as it presents the basic knowledge in a way that is much more to the point and not as daunting as some other resources.

The one thing, which is both exciting and sad, is that I believe this was the last DirectX 11 book available on Amazon that I haven’t read. I see there are a few newer books covering DirectX 11.1 or later, but I’d really like to stick to straight 11 due to Windows 7 compatibility. So, at this point, I think I maybe have got as far as the introduction books will take me and I will have to just start developing with it and learning as I go. Not a bad problem to have. Although I still have a few general game engine books in my backlog, I’m feeling more confidant about getting into the trenches of development with my engine and this book has definitely helped.
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