Pretty much a 'de-facto' DirectX 11 book, this covers the basics (from a quick chapter on linear algebra) to advanced topics (shaders, shadows, etc). This book is a 'framework' book - building your own framework or 'engine' (not really an engine at all). This sits well with some, not with others. I prefer a smaller approach, so as not to drown the reader in your chosen design decisions, etc. Sadly, due to the advances of Operating systems and technology, this framework is difficult to compile under newer operating systems, compilers and SDKs, although this isn't Luna's fault at all. He has addressed this on his website (in part) at d3dcoder.net
The shader work is also focused on the effects framework - which has deprecated (although moved to open source), and can be tricky to implement on modern operating systems (Windows 10 'creators' edition at the time of writing). A chapter which deals with shader functionality alone (no fraeworks) would help the user understand how not to depend on libraries, frameworks and structures which may deprecate.
Overall, a must-own if you want to learn D3D11, but remember - if you're not using Windows 7 and Visual studio 2010, you may need to translate a lot of this work into another framework yourself - which the book could have avoided.
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Introduction to 3D Game Programming with Directx 11 Paperback – 21 April 2012
by
Frank D. Luna
(Author)
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This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. It also includes a companion CD-ROM with code and figures.
- Print length600 pages
- LanguageEnglish
- PublisherMercury Learning & Information
- Publication date21 April 2012
- Dimensions17.78 x 4.45 x 22.86 cm
- ISBN-101936420228
- ISBN-13978-1936420223
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Review
intended for C++ programmers and other intermediate level 3D programmers interested in the intricacies of DirectX, this volume on game oriented 3D graphics provides practical instruction for performing common tasks within this popular Microsoft Windows based graphics API. Beginning with an overview of required mathematical prerequisites, the volume covers topics such as Direct 3D foundational principles; lighting, texturing, and blending; shaders; cube mapping; ambient occlusion; meshes; and character animation. A series of appendices cover technical data and additional advanced topics and examples. Chapters include numerous code examples and screenshots, as well as chapter exercises. An accompanying DVD includes source code and digital copies of all example images used in the text. Luna is a 3D programming expert and the author of several books on DirectX programming.
With the latest developmental tools, one can create wonderful and vivid worlds. "3D Game Programming with DirectX 11" elaborates on how to get the most out the DirectX tools, the processes used by many recent 3D game developers. Frank D. Luna explores the newest developments that come with this edition of DirectX, how to make the most of 3D lighting, texturing, reflections, animation, and other vital elements. With exercises to practice with the ideas within, and a DVD with further resources and lessons, "3D Game Programming with DirectX 11" is a strong pick for anyone seeking to further their skills, be it for their career or as a hobby.
With the latest developmental tools, one can create wonderful and vivid worlds. "3D Game Programming with DirectX 11" elaborates on how to get the most out the DirectX tools, the processes used by many recent 3D game developers. Frank D. Luna explores the newest developments that come with this edition of DirectX, how to make the most of 3D lighting, texturing, reflections, animation, and other vital elements. With exercises to practice with the ideas within, and a DVD with further resources and lessons, "3D Game Programming with DirectX 11" is a strong pick for anyone seeking to further their skills, be it for their career or as a hobby.
About the Author
FRANK D. LUNA is a software engineer for medical devices. He has been programming interactive 3D graphics for more than ten years and has been using DirectX since v5. He is the author of three bestselling books on DirectX and lives in San Diego.
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Product details
- Publisher : Mercury Learning & Information; Pap/DVD edition (21 April 2012)
- Language : English
- Paperback : 600 pages
- ISBN-10 : 1936420228
- ISBN-13 : 978-1936420223
- Dimensions : 17.78 x 4.45 x 22.86 cm
- Best Sellers Rank: 586,765 in Books (See Top 100 in Books)
- 175 in Computer Aided Design
- 234 in Microsoft Access Programming
- 299 in Microsoft Windows Programming
- Customer reviews:
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Reviewed in the United Kingdom on 13 February 2017
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Reviewed in the United Kingdom on 25 June 2015
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50% of the book covers much of the material in the author's book for Direct 3D9. However, Direct3D11 is so completely different to Direct3D9 that you really need the book. (For example, you have to use programmable shaders with Direct3D11 which was optional with Direct3D9.)
The reason I didn't give the book 5 stars is that the source code for the book uses the Microsoft D3DX library that is not available for Windows 8 and some tweaking is required to get the examples working. At the time the book was written, using D3DX was a reasonable approach so it's not really the author's fault.
However, there is still a lot in the book that does not require D3DX and the book explains the material really well. There's lots of exercises and the book comes with a CD. Bear in mind that it's not a simple subject.
The reason I didn't give the book 5 stars is that the source code for the book uses the Microsoft D3DX library that is not available for Windows 8 and some tweaking is required to get the examples working. At the time the book was written, using D3DX was a reasonable approach so it's not really the author's fault.
However, there is still a lot in the book that does not require D3DX and the book explains the material really well. There's lots of exercises and the book comes with a CD. Bear in mind that it's not a simple subject.
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Reviewed in the United Kingdom on 24 November 2015
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Definitely a good book, although it's not brilliant at walking you through how to put everything together from start to finish. DirectX is a confusing subject in and of itself, so it's recommend to have a strong understanding of programming as a bare minimum (also don't forget a brick wall to bang your head against... this is seriously hard stuff).
Reviewed in the United Kingdom on 18 February 2013
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I'm fairly new to C++ but still found this book great; a no nonsense guide to getting started with 3D graphics. It assumes no prior knowledge of gpu programming and takes the reader from the basics of device initialization up to more fancy Directx 11 features such as tessellation and direct compute. A basic knowledge of C++ is essential - though I've never worked with COM objects I got along just fine. It helps if your linear and vector algebra is up to scratch, but there are a couple of refresh chapters if you are rusty. There are nicely illustrated diagrams throughout the book to help visualize the effects of some of the algorithms. All the example code is well commented, clean and compiles successfully under the free version of Visual studio 2010 (Remember to get the microsoft windows sdk, it is not included in the free version).
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Reviewed in the United Kingdom on 16 February 2013
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I wanted a book specific on DX11 and I found the Mr Luna had a long history in DX books, reading the comment on the previous editions of his books I bought it and I reccomend it as well organized manual about DX11. It also covers some basic concepts related with Computer Graphic. It requires a basic knowledge of C++ but if you are familiar with COM, it's better.
Reviewed in the United Kingdom on 2 June 2014
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This is a very good book on Direct3D 11. I have used Direct3D 9 in the past and have been struggling for a while to understand how Direct3D 11 works. The 2 APIs are quite different and this book helped a lot. The author does a great job at explaining 3D concepts in a very clear manner. You should definitely buy it if you are new to Direct3D or if you have used another version of the API in the past!
Great job!
Great job!
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Reviewed in the United Kingdom on 19 June 2017
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Very good. Just as described - Received book very quickly.
Reviewed in the United Kingdom on 24 November 2015
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I bought this product for my nephew who thinks it's absolutely fantastic. 10/10.



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