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 Includes a companion CD ROM with code and figures.eBook Customers Companion files are available for downloading with order number proof of purchase by writing to the publisher at info merclearning.com....
|Title||:||Introduction to 3D Game Programming with DirectX 11|
|Publisher||:||Mercury Learning Pap DVD edition February 28, 2012|
|Number of Pages||:||600 pages|
|File Size||:||675 KB|
|Status||:||Available For Download|
|Last checked||:||21 Minutes ago!|
Introduction to 3D Game Programming with DirectX 11 Reviews
The overall content is excellent so far; I feel like I'm learning so much, understanding the material, and retaining it well. The summaries and exercises at the end of the chapters are great.
I already had a couple of 3D game programming books but I had to get this one for a 3D programming class.
This is a great book. The reason i'm giving it one star is because after Frank Luna released this book, Microsoft released the win 8 sdk which deprecated a lot of what this book does. It takes a lot of work to port Frank Luna's code to something workable that is not deprecated. Just trying to warn people before they buy this in case they are brand new to DX11 and expecting something up to date.
Frank Luna's book is great. It's stated goal is to make you comfortable enough that you can use Microsoft's MSDN documentation and understand everything they're talking about, which is a very useful goal. There's no way you're going to memorize API calls, and yet MSDN assumes you have quite a bit of understanding about the rendering pipeline and the structures that DirectX uses.
I read this book not from beginning to the end but only those chapters that I needed. I like this version of Luna's DirectX series, which is about DirectX 11. Codes are well organized. Books covers many topics in separate chapter. There is a camera chapter with a camera class. This class can be adopted for designing other kinds of camera movement. Also, he shows how to make custom mesh (your own mesh) with a mesh loader. He uses the same mesh concept to introduce character animation. The author is generous in this book since he presents as much material as possible in about 800 pages. You can see engineering efficiency in presenting the subjects too; tacking this challenge: how to present many difficult issues properly in a limited space!