on 26 March 2008
I was expecting a book with a lot of info around dx10 but this was not the case.This book is a mix of varius stuff like AI,Bsp trees,portals ,networking and some directx 10 (but do not expect too much).On thing that I did not like was the order of the chapters.There is a small introduction to win32 api then networking then the usual math algebra then caboom BSP threes then AI AND then textures and dx10 ,well something is not OK here.
If the problem was the lack of space I would prefer to read something covering only the dx10 api and buy another book about specific 3d theory.
In the positive side there are a lot of different subjects but they are covered really fast .On the negative side this is not an advanced dx10 book (api oriented as someone would expect) and do not expect to find any fancy HLSL shader 4 techniques (using geometry shaders in depth for example)..
2 stars for dx10
3 stars for the 3d theory AI and networking plus the code provided
on 1 June 2014
This book covers a lot of topics that will still hold even if you are not programming for DirectX itself. Amongst others, the chapters on Maths, AI and networking all contain principles that will span platforms. The graphics section is mostly DirectX based but again the principles involved in many rendering techniques are covered so you could implement them on other platforms.
The chapter that doesn't get covered well is Physics (which is about half a page and only covers very basic collision detection).
Don't be put off by this but I have found a couple of errors in the book...
The cross product shown on p134 is incorrect (the cross product shown in the code example below it IS correct)
The AI graph in figure 5.14 p225 is incorrect (nodes can have only one parent dotted line).