Top critical review
A flawed Gem
on 13 February 2017
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.