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Beginning Directx 11 Game Programming Paperback – 12 May 2011


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Product details

  • Paperback: 352 pages
  • Publisher: Delmar Cengage Learning (12 May 2011)
  • Language: English
  • ISBN-10: 1435458958
  • ISBN-13: 978-1435458956
  • Product Dimensions: 1.9 x 17.8 x 22.2 cm
  • Average Customer Review: 3.1 out of 5 stars  See all reviews (9 customer reviews)
  • Amazon Bestsellers Rank: 118,560 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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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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Most Helpful Customer Reviews

1 of 1 people found the following review helpful By No1Warlord on 9 Sept. 2014
Format: Paperback Verified Purchase
After following the book exactly just coping loads of code with little explanation, I'm left with over 100 errors. Parts of the code is missing, e.g. some of the header files for classes are missing and you're forced to guess that yourself. How can you attempt to debug this code when the descriptions are so vague?

The book has a bulk description about the objective of the code, but very little commenting for the actual code. The book also seems to 'throw you in at the deep end' I'm sure that it would be a lot more beneficial to do little bits of code and gradually build upon it so that you can see a gradual progression and understand the code better.
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By GreenPen on 19 Jun. 2013
Format: Paperback Verified Purchase
I bought this book to get a quick overview of the major areas of DirectX11 and provide starter code from which to expand. This book satisfies in that respect. If you have in the past been put off 3D programming by mammoth volumes from other authors that take 800 pages to get a single line drawn, fear not; this book will get you drawing textured cubes within 300 pages, with code that compiles.

The first 150 pages of the book are structured like a re-write of MSDN. It's a sort of reference book for the API with each major function call described parameter by parameter (perhaps in a little too much detail using space that could have been used for more useful coverage of collisions) preceded by a general introduction to what needs to be achieved. The remaining 200 pages are more interesting and you really start to feel you are getting somewhere!

The book makes reference to where code and theory would be applied to games, but does not really cover games code. Contrary to the book's title you will NOT be 'game programming'. You won't be able to build a game after reading the book, but will be able to perform basic manipulations of 3D objects (book focuses on a cube). I've not found any coded game demos within the book. I was disappointed to find that collision detection was not covered beyond a one page mention.

Suggestions for readers:
You may find that you cannot create a 'device'. Ensure you have the "DirectX debug runtime" installed or comment out the creationFlags temporarily.
You'll need to download the source because the author does not give instruction on where to place code snippets making it harder to 'code along with the book'.
For more detailed and brutal reviews, see the book on the American site (Amazon.com)
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1 of 1 people found the following review helpful By r brooks on 29 May 2013
Format: Paperback
Not really a book for beginners, a decent amount of c++ knowledge will definitely help, but you will still get two pages worth of unknown and seemingly random code thrown at you with just a couple of lines of it being explained after.

It maybe worth finding some actual beginner videos/tutorials online first so you can understand all of what is being presented in this book.

I can see the value of the book if you have worked with directX previously though.
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4 of 5 people found the following review helpful By R. Zaghi on 15 July 2011
Format: Paperback
This is a very concise overview (as well as introduction) to DirectX. It doesn't only cover the latest version 11, but also compares the new features with previous version of DirectX too - which I find very useful as I have not been keeping up with the latest DirectX technologies for a while a reminder here and there comes in very handy.

It's not too big, it doesn't focus on the same component for too long (though, D3D is always the major topic in any such book), and the text is clear.

What I also like about the book is that the authors dive into the topic without too much extra history/story that we can find plenty of on the internet and/or other books.

If you are new to DirectX or haven't done it for a long time then this is the best [re]start.
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By Patrick O'Neill on 22 Dec. 2014
Format: Paperback Verified Purchase
Absolute robbery. They examples provided don't actually work. Stay well clear of this series
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