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Download PDF Introduction To 3D Game Programming With Directx 9.0 (Wordware Game and Graphics Library)

Download PDF Introduction To 3D Game Programming With Directx 9.0 (Wordware Game and Graphics Library)

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Introduction To 3D Game Programming With Directx 9.0 (Wordware Game and Graphics Library)

Introduction To 3D Game Programming With Directx 9.0 (Wordware Game and Graphics Library)


Introduction To 3D Game Programming With Directx 9.0 (Wordware Game and Graphics Library)


Download PDF Introduction To 3D Game Programming With Directx 9.0 (Wordware Game and Graphics Library)

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Introduction To 3D Game Programming With Directx 9.0 (Wordware Game and Graphics Library)

About the Author

Frank Luna is a programmer for Hero Interactive. He has been programming interactive 3D graphics for more than five years, and has been using DirectX since its fifth iteration. He lives in Los Angeles, California. Technical editor Rod Lopez is a senior programmer at Digital Illusions CE and has been developing games full time for more than seven years.

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Product details

Series: Wordware Game and Graphics Library

Paperback: 400 pages

Publisher: Jones & Bartlett Learning; 1 edition (June 9, 2003)

Language: English

ISBN-10: 1556229135

ISBN-13: 978-1556229138

Product Dimensions:

6.1 x 0.9 x 9.1 inches

Shipping Weight: 1.2 pounds (View shipping rates and policies)

Average Customer Review:

4.2 out of 5 stars

45 customer reviews

Amazon Best Sellers Rank:

#1,613,287 in Books (See Top 100 in Books)

I like the way this book is written. It is a good introduction for people who know how to program, but have not done any Direct3D development before. The book is written in a very straightforward and almost scientific manner. This book does not assume the reader to be a complete beginner when it comes to many programming topics like so many other DX9 books do (even though they often claim they don't).This book simply covers the fundamental Direct3D topics as well as a bit of math, and it does so from the ground up as far as the DX API goes. Most of the samples are done soup to nuts, rather than using helper methods and API sample code that simplifies things a lot, but keeps too many details from the reader (once again: like so many other DX9 books seem to do).I like the focus of the book: It simply only describes Direct 3D graphics programming. Other DirectX topics, such as DirectPlay or DirectInput are NOT covered. Also, if you do not know what a game-loop is, then you won't learn it here. I think this is one of the things I like most about this book: It focuses on one topic, and it does a great job at that!But a small warning is in order as well: If you are not an experienced programmer and just want to get started with game development, then this book is NOT for you! Quite simply, many aspects of 3d graphics development are not for the faint of heart! Don't expect this book to read like a novel either. It is very much a DX9 text book.

This is the best intro to Direct3d book I have. For the game programming aspect, it sucks, but there are so many books that tell you how to make a certain type of game (Premier Press come to mind).The first section is purely math! This surprised me since it's the only Direct3d book I have found that covered that much math.The reasons why I gave it 4 out of 5: could be better. It needs more complete sample code. I mean, there's sample code on his web page, but the sample code starts at chapter 9! However, the (incomplete) code before chapter 9 is pretty easy to follow. Whenever he omits a piece of information, it's minor details likeint stuff[10] = { ... }; // fill stuff in with stuffThe book provides a very detailed explanation on how Direct3d works. Sure, there are times where he puts "see the MSDN for this struct", but that's usually when there's not much explaining he could do that's not in the MSDN already. I like that it feels like the author took a good deal of time to figure out how to explain every topic. The information is incredibly clear.If you are like me and look at a bunch of DirectX books and just have no idea what the author(s) is talking about, you should try this book, especially if you have a good math background. And if this dude releases a book on DirectX 10, I'll definitely get it. If you know DirectX and are looking for a book on game programming, look for another book.

This book is a great start for people wanting to learn Direct3D and a great reference for Direct3D programmers. Frank Luna's book covers several important topics for getting started with 3D graphics using DirectX 9.0, and refrains from any off-topic discussions or biased rants.The book includes a section on basic math concepts for 3d programming. Also includes sections on Direct3D fundamentals (which explains D3D9 initialization, the Direct3D rendering pipeline, and drawing in Direct3D with vertex/index buffers, color, lighting, textures, blending and stenciling) and applied Direct3D concepts (fonts, meshes, .x files, cameras, basic terrain rendering, particle systems, and "picking"). The author devotes the final section to vertex and pixel shaders and effects using HLSL (high-level shading language). He also includes a quick introduction to setting up a skeleton windows application as an appendix (where it should be located in a book on DirectX).One final thing to note about this book is that it only covers the Direct3D portion of DirectX 9.0, so you'll need to go elsewhere for coverage of DirectPlay, DirectInput, DirectSound, etc. Howver, the fundamentals of Direct3D are covered with the depth necessary to give a completely understanding of how to begin coding 3D graphics with DirectX 9. After reading several books on DirectX and game programming, this is the book I wish had picked to read first.

Firstly, let me say that this is a beginner book and even though it says "Game Programming" in the title it doesn't have much to do with game programming. That said, it still gives you a better head start in game programming than most books that actually do cover game programming (if that makes any sense).What I like about the book is that it has almost no coverage of Win32 and COM (there is a good appendix if needed, but you really should get books dedicated to the subject). The math overview is particulary good simply because the author relates it to Direct3D all the way, so you aren't left to figure out how to implement the theory through the DirectX API.The other topics are all solid introductions to the various parts of Direct3D (setting up, lighting, meshes (very good), vertex/index buffers, v/p shaders etc) and a very usable camera class and a nice simple introduction to terrains.You certainly aren't going to be able to write an AA title after reading this book but it gives a solid introduction that you can work from, which is sadly lacking in most other books.

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Introduction To 3D Game Programming With Directx 9.0 (Wordware Game and Graphics Library) PDF
Introduction To 3D Game Programming With Directx 9.0 (Wordware Game and Graphics Library) PDF
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