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5.0 out of 5 stars Well written and very easy to read.
This book is very well written and has the same informal writing style common to Andre LaMothes books (probably because he was the editor). This book doesn't really show you have to make a game with D3D but there's so much to learn in order to do that they just couldn't fit in in such a small book. Despite this the book covers very up to date game programming topics and...
Published on 4 May 2001 by martinuhrin@lineone.net

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3 of 3 people found the following review helpful
2.0 out of 5 stars Useless as a reference
This book tends to skip over large parts of the Direct3D API, such as basic initialisation and one of the most interesting aspects of Version 8 - vertex & pixel shaders. Instead of covering those aspects, a large portion of the book is wasted by the C++ and Windows programming appendices - if you're trying to learn Direct3D before you learn those then you're trying to...
Published on 10 July 2001 by Michael Platings


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3 of 3 people found the following review helpful
2.0 out of 5 stars Useless as a reference, 10 July 2001
By 
Michael Platings (Cambridge, UK) - See all my reviews
(REAL NAME)   
This review is from: Beginning DirectX Graphics Programming (Game Development) (Paperback)
This book tends to skip over large parts of the Direct3D API, such as basic initialisation and one of the most interesting aspects of Version 8 - vertex & pixel shaders. Instead of covering those aspects, a large portion of the book is wasted by the C++ and Windows programming appendices - if you're trying to learn Direct3D before you learn those then you're trying to run before you can walk. The book is very poorly structured ("The Basics" is chapter 5), making it difficult to navigate.
If you're looking to make fairly simple graphics programs with minimal learning effort, this could be the book for you. If you want a firm understanding of the syntax and semantics of Direct3D then I recommend you stick with the various (free) resources around the internet.
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1.0 out of 5 stars Full of holes and errors, 30 Jun. 2001
By A Customer
This review is from: Beginning DirectX Graphics Programming (Game Development) (Paperback)
This book covers Direct3D 8 - which is great. However it overlooks the most revolutionary features of Direct3D 8: vertex shaders and pixel shaders. As a book aimed at beginners, it is full with errors right from the beginning. Some are grammar and many are technical - missing exponents are quite common. The poor formatting makes the book difficult to read. Some of the chapters are technically fine and some are just not needed. After all if you are studying Direct3D you do not need an introduction in to C++. If you want to learn Direct3D, correctly - don't buy this book.
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3.0 out of 5 stars Like the title suggests its a beginners book, 9 Jun. 2001
By A Customer
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This review is from: Beginning DirectX Graphics Programming (Game Development) (Paperback)
It's a good book for getting started with Direct3D and it covers DX8 which is bang up to date as I write this, but doesn't teach you to do anything very exciting. The Game Programming claim doesn't really stand up because it doesn't take you through making one and is no more to do with games than any other Direct3D book. I hope Zen of Direct3D will show us how to do better stuff than this book does. An good intermediate level book needs to be made for this subject.
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5.0 out of 5 stars Well written and very easy to read., 4 May 2001
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This review is from: Beginning DirectX Graphics Programming (Game Development) (Paperback)
This book is very well written and has the same informal writing style common to Andre LaMothes books (probably because he was the editor). This book doesn't really show you have to make a game with D3D but there's so much to learn in order to do that they just couldn't fit in in such a small book. Despite this the book covers very up to date game programming topics and after reading will leave you with a very comprehensive D3D foundation.
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5 of 7 people found the following review helpful
1.0 out of 5 stars This is less of a book, more the authors notepad of ideas..., 16 July 2001
By A Customer
This review is from: Beginning DirectX Graphics Programming (Game Development) (Paperback)
I foolishly bought this book because it is one of the few "beginner" books available for DX8. What a mistake.
Firstly, the layout of the book is awful. Side notes and important boxouts are littered across the pages, at seemingly random points, so you cannot logically read through the text. A basic typesetting program seems to be unavailable, as text starts inches from the top of the page and runs off the bottom.
Secondly, it seems as though this is a "first draft" - at the bottom of one of the pages is the sentance "Need to put this in caps", clearly referring to an important statement previous.
Thirdly, the words "logical progression" seem to escape the author. He jumps randomly from topic to topic, never fully explaining himself. And worse, he commits the cardinal sin - includes totally irrelevant "example" source code whilst explaining other examples.
Fourthly, with computers, the watchword is "precision". Under a certain condition, your PC will either do something or it won't. 1 or 0. Thats how it works. So when you read a sentance that starts "Direct3D -may- return a value", you know the game is up. "May Return"?!?! Does it or doesn't it? Under what conditions?..Luckily I was able to return the book. I suggest you look elsewhere for a DX8 resource.
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3 of 10 people found the following review helpful
5.0 out of 5 stars Could be better, 23 Aug. 2001
By 
Norman (In a computing lesson) - See all my reviews
This review is from: Beginning DirectX Graphics Programming (Game Development) (Paperback)
I have given this book 5 stars because it deserves about 3-4, and u all gave it 1 or 2.
It may jump around eraticaly and miss large chunks... but have u found any beter??
It is not realy an intermediate guide but it is way better than the SDK Docs and covers many aspects of DX Graphics. It may not cover pixel shaders but as a beginner i am not interested in writeing assembly code for my graphics card!!
The iratic writeing style is unavoidable due to the vast intercenectivity of the subject.
In conclution it is perfect for what i wan't - a breef overvew and litle bits of detale on the simpler parts.
PS Mind my spelling (it can often cause perminant eye damage)
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Beginning DirectX Graphics Programming (Game Development)
Beginning DirectX Graphics Programming (Game Development) by Wolfgang Engel (Paperback - 4 Aug. 2001)
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