Introduction to 3D Game Programming with "DirectX" 10http://www.fishpond.co.nz/Books/Introduction-to-3D-Game-Programming-with-DirectX-10-Frank-D-Luna/9781598220537
This book presents an introduction to programming interactive computer graphics, with an emphasis on game development, using Direct3D 10. It teaches the fundamentals of Direct3D and shader programming, after which the reader will be prepared to go on and learn more advanced techniques. The book is divided into three main parts.Part I explains the mathematical tools that will be used throughout this book. Part II shows how to implement fundamental tasks in Direct3D, such as initialisation, defining 3D geometry, setting up cameras, creating vertex, pixel, and geometry shaders, lighting, texturing, blending, and stenciling. Part III is largely about applying Direct3D to implement a variety of interesting techniques and special effects, such as working with meshes, terrain rendering, picking, particle systems, environment mapping, normal mapping, shadows, and rendering to textures. The book is designed for intermediate-level C++ programmers who are completely new to Direct3D and game programming, 3D programmers experienced with an API other than Direct3D (eg: OpenGL), and programmers experienced with previous versions of Direct3D wishing to learn the latest version - Direct3D 10.
Table of Contents
Vector Algebra; Matrix Algebra; Transformations; Direct3D Initialisation; The Rendering Pipeline; Lighting; Texturing; Blending; Stencilling; The Geometry Shader; Cube Mapping; Normal Mapping; Shadow Mapping; Meshes; Picking; Terrain Rendering; Particle Systems & Stream Output.
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Reviews
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This book is very informative and goes into depth about the integral parts of direct x programming. You definitely need a working knowledge of C++ or another C-based language (C or C++ will make this book easier) before you start reading it. For those of you who know C++ but are unfamiliar with the Win32 API, there is an appendix which details the basic steps required to harness the Win32 API for the purposes of Direct X programming.
The layout of the book is somewhat annoying. For those (like me) who are unfamiliar with vector and matrix algebra the first part of the book can get a little hard to read. It describes in detail vector and matrix algebra and the common operations performed in Direct X programming. What it doesn't do is give you a clear understanding of where it would actually be used in code, or how to use it in code.
The mathematical sections covered at the beginning are later exemplified in the programs, but if you want to dive straight into the set up of your program I would recommend starting from part to. Then when it comes to actually modelling 3D object you can use part 1 (the maths part) as a reference of sorts.
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