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Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach (Wordware Game and Graphics Library) [Englisch] [Taschenbuch]

Frank D Luna
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1. Juni 2006 Wordware Game and Graphics Library
Presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. It teaches the fundamentals of Direct3D and shader programming, after which the reader will be prepared to go on and learn more advanced techniques. The book is divided into three main parts. Part I explains the mathematical tools that will be used throughout this book. Part II shows how to implement elementary 3D techniques, such as defining 3D geometry, lighting, texturing, alpha blending, and stenciling by using shaders and the HLSL. Part III is largely about applying Direct3D to implement a variety of interesting techniques and special effects, such as working with meshes, character animation, terrain rendering, picking, particle systems, environment mapping, normal mapping, and rendering to textures.

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  • Taschenbuch: 626 Seiten
  • Verlag: Gazelle Book Services (1. Juni 2006)
  • Sprache: Englisch
  • ISBN-10: 1598220160
  • ISBN-13: 978-1598220162
  • Größe und/oder Gewicht: 22,8 x 15,4 x 3,6 cm
  • Durchschnittliche Kundenbewertung: 5.0 von 5 Sternen  Alle Rezensionen anzeigen (1 Kundenrezension)
  • Amazon Bestseller-Rang: Nr. 264.195 in Englische Bücher (Siehe Top 100 in Englische Bücher)

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This book presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. The book is divided into three parts that explain basic mathematical and 3D concepts, show how to describe 3D worlds and implement fundamental 3D rendering techniques, and demonstrate the application of Direct3D to create a variety of special effects. Features include: understand basic mathematical tools used in video game creation such as vectors, matrices, and transformations; discover how to describe and draw interactive 3D scenes using Direct3D and the D3DX library; learn how to implement lighting, texture mapping, alpha blending, and stencilling using shaders and the high-level shading language (HLSL); explore a variety of techniques for creating special effects, including vertex blending, character animation, terrain rendering, multi-texturing, particle systems, reflections, shadows, and normal mapping; find out how to work with meshes, load and render .X files, program terrain/camera collision detection, and implement 3D object picking; and review key ideas, gain programming experience, and explore new topics with the end-of-chapter exercises.

The example files are available at the book's website. These files contain full source code for every sample application.

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2 von 2 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen One of the best books about DirectX 9 7. Januar 2008
Format:Taschenbuch|Von Amazon bestätigter Kauf
I think this book is one of the best books out there for 3d programming with DirectX 9. It covers all important aspects from mathematical foundations to advanced topics like programming shaders with HLSL.
Originally I bought the book as a reference and supplement to the other books I have on the topic, but I found it so good that I am currently reading it from cover to cover. It has certainly deepened my understanding on 3D programming in general and using DirectX in particular.
It is one of the rare cases where the book really offers more than its cover says. While it surely begins with all the needed basics to justify the word 'Introduction' in its title it also goes very deep in a wide range of advanced topics. In my opinion this book is far more than just an introduction.

Another plus is that the book is very well written and uses a much better C++ programming style than I was used to with other books on the topic.

Not a downside, but something you need to know before buying the book is that you need good C++ reading skill to understand the coding examples. (Any serious DirectX programming I know of is done in C++ anyway, so that fact is more of a plus than a minus.) Another thing is that DirectX 10 is not covered. So do not expect any word on version 10 in this book. But as the title clearly states this is a book on DirectX 9. So you probably wouldn't expect DirectX 10 anyway.

If you want to know what is in DirectX 9 and how to use it, I would certainly recommend to go with this book.
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Amazon.com: 4.6 von 5 Sternen  26 Rezensionen
26 von 26 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Excellent for anyone wanting to learn Direct X, HLSL and other game concepts 2. Januar 2007
Von Jonathan Stichbury - Veröffentlicht auf Amazon.com
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.
18 von 20 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen This book is nicely laid out! 24. August 2006
Von Jeffrey S. Hartman - Veröffentlicht auf Amazon.com
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.
9 von 9 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Very good book for learning how to use DirectX9 24. Dezember 2006
Von Chris Long - Veröffentlicht auf Amazon.com
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.
4 von 4 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen One of the best technical books I've ever read 20. Mai 2007
Von Santosh Sarillon - Veröffentlicht auf Amazon.com
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.
3 von 3 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Good DirectX Book Using OOP 15. November 2008
Von RWL - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Von Amazon bestätigter Kauf
This is a very good book for DirectX. The author uses a Framework for all of his examples. I have always been against using Frameworks when learning a new subject, but Luna does a good job presenting it. You must know the ins-and-outs of object oriented programming to fully understand this book.

As far as the code. The code was written for Visual Studio 2005, but you can use it in VS2003 by opening up the .vcproj file in a text editor, (like Notepad), and changing the number at the top of the file from 8.00 to 7.10 (7.00 for VS 2002). Then open the .vcproj (not the .sln file) file in VS200X and re-save everything and your ready to go.
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