Beginning Directx 11 Game Programming Paperback – 12 May 2011
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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.
About the Author
Wendy Jones devoted herself to computers the first time her eyes befell an Apple IIe in elementary school. From that point on, she spent every free moment learning BASIC and graphics programming, sketching out her ideas on graph paper to type in later. Other computer languages followed, including Pascal, C, C#, and C++. As Wendy's career in computers took off, she branched out, teaching herself Windows programming and then jumping into the dot-com world for a bit. Although Internet companies provided a challenge, they didn't provide fulfillment, so Wendy started expanding her programming skills to games, devoting any extra energy to its pursuit. Wendy's true passion became apparent when she got the opportunity to work for Atari's Humongous Entertainment as a game programmer. During her time at Atari, she worked on both PC and console titles, thrilled with the challenge they provided. Wendy can now be found at Electronic Art's Tiburon studio in Orlando working with some wonderfully talented people on Next Generation consoles. If you have any comments or questions about this book, you can reach Wendy at her website at http://www.fasterkittycodecode.com. Allen Sherrod is an experienced author in the field of video game development. Allen's past works include two editions of Ultimate Game Programming with DirectX, Ultimate 3D Game Engine Design and Architecture, Game Graphics Programming, and Data Structures and Algorithms for Game Developers. Allen has also contributed to the Game Developer's Magazine, the Game Programming Gems 6 book, to the Gamasutra.com website, and is the creator of www.UltimateGameProgramming.com.
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Top Customer Reviews
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.
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.
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.
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)
Most Recent Customer Reviews
I bought this product for my nephew who thinks it's absolutely fantastic. 10/10.Published 9 months ago by The Oracle
Absolute robbery. They examples provided don't actually work. Stay well clear of this seriesPublished 20 months ago by Patrick O'Neill
I opened this book and read until i had to write the code. I copied the code into my 2012 visual studio and i got multiple errors. Read morePublished on 22 July 2013 by luke smith