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Introduction to 3D Game Programming With Directx 10 (Anglais) Broché – 1 octobre 2008


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Détails sur le produit

  • Broché: 502 pages
  • Editeur : Wordware Publishing Inc. (1 octobre 2008)
  • Langue : Anglais
  • ISBN-10: 1598220535
  • ISBN-13: 978-1598220537
  • Dimensions du produit: 15,4 x 2,8 x 23,3 cm
  • Moyenne des commentaires client : 4.0 étoiles sur 5  Voir tous les commentaires (1 commentaire client)
  • Classement des meilleures ventes d'Amazon: 347.333 en Livres anglais et étrangers (Voir les 100 premiers en Livres anglais et étrangers)
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Par C. Charles le 23 avril 2013
Format: Broché Achat vérifié
L'ouvrage est bien fait, les exemples sont disponible en ligne. Cependant, tout le livre est basé autour d'un moteur qui colle bien aux exemple du livre. Il traite vaguement les différentes possibilités de configurations de DX10 mais reste sur son exemple précis. C'est un très bon livre sur le sujet mais un peu "fermé" à mon avis.
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Amazon.com: 13 commentaires
22 internautes sur 22 ont trouvé ce commentaire utile 
Excellent Introduction to DirectX 10 Programming 6 novembre 2008
Par Robert - Publié sur Amazon.com
Format: Broché
As the title says, this book is an excellent introduction to Direct X 10 programming.

If you are new to DirectX programming, this book is pretty much what you should start with. I have tried several others, but Frank's books seem to still be the best and this third incarnation is no different.

With this in mind, there are some necessary pre-requisites before you read this book.

First, you should have some prior knowledge in matrix algebra. Frank does dedicate a section to this, but you definitely should have taken a course prior.

Secondly, you must be familiar with basic C++ concepts. If you are unfamiliar with classes, structures and pointers this book is not for you. Get a good book on C++ programming before hand.

Finally, although it is not strictly necessary, you should have some knowledge in WIN32 programming.

This is definitely a good beginner book, and I highly recommend it.
4 internautes sur 4 ont trouvé ce commentaire utile 
Fantastic 9 mai 2010
Par Marc Sunet Perez - Publié sur Amazon.com
Format: Broché Achat vérifié
While I am only halfway through this book, I must say it is superb. I had no previous knowledge on DirectX and it is being a great introduction. The text is clear, the code is neat, and the examples at the end of every chapter are complete and entertaining. What I like the most is the author's verbosity on the maths; he explains how and why everything works, from projection matrices to lighting calculations. This provides a better understanding of the subject and makes coding easier afterward. For those not too used to vector and matrix algebra, the introductory chapters cover just that. Also, even though Win32 programming knowledge is assumed, the author has included a brief tutorial in appendix A which covers the topics he touches during the first chapters.

Another aspect to point out is the way the chapters are laid out. Every chapter so far starts off by shooting you with some theory and providing ad-hoc code snippets. This gives you the chance to put everything together yourself and then compare your work with the author's. In my opinion this is the best approach the author could have taken. By the way, the author's code actually works, so you won't have to spend any time reverse engineering faulty sample code.

In conclusion, this is a must read for anyone getting started on dx10!
6 internautes sur 7 ont trouvé ce commentaire utile 
An Oasis in a DX10 Desert 8 février 2009
Par W. H. Niehoff - Publié sur Amazon.com
Format: Broché Achat vérifié
Having some experience with DX9, I wanted a text that clearly explained the capabilities of DX10. I previously had purchased and used Wendy Jones' and Peter Walsh's books on DX10. I was disappointed in them because they never bothered to take on the topic of window resizing. Why?

Frank Luna's latest is a welcome treat. I would have liked to have seen it sooner, but better late than never.

Those readers fearful of vector and matrix arithmetic and algebra will undoubtedly stiffen up because Luna starts with these prerequisites. Such readers should try to tough it out. It will be worth it. Luna's treatment is thorough. Get through it, but with thorough understanding.

I've been through Chapters 1-6, and every paragraph and example program has been worthwhile. Good work, Frank.
3 internautes sur 3 ont trouvé ce commentaire utile 
Oh, DirectX is great! 5 octobre 2009
Par D. Neckels - Publié sur Amazon.com
Format: Broché
From previous attempts to learn DirectX, I was fed up with the API and convinced that OpenGl was far superior. But...

This book is great. It made me realize how powerful DirectX and DirectX shader technology is, despite Microsoft's tendency to write old school complex C-style API's. The author shows a different way of thinking about the API, and how to encapsulate the complexity in C++, yet maintain the possibility of exposing the ultimate flexibility underlying.

The sequence of topics is great, and very aggressive. The example code is very useful. This text is not watered down at all, and you will learn everything you need to know to understand all of the Microsoft SDK examples, and to start building your own shaders.

And yet it reads like an easy introductory text.

Nicely done!!
1 internautes sur 1 ont trouvé ce commentaire utile 
Great Book! Must buy! 30 mars 2011
Par Khoanyneosr - Publié sur Amazon.com
Format: Broché Achat vérifié
I haven't read all of it yet but I have worked my way into it pretty far and i have to say, this is a great book. I started learning DirectX10 through a different book and it just threw all the information of 3D programming at you in 300 pages. This book is fantastic, it goes into perfect detail of why you should use that style, or what a specific line of code does instead of saying, like it does so many times in other books ("You don't need to understand what it's doing, you just need to understand that every program has it") or ("Just add it in, the technical information behind it is beyond the scope of this book"). Frank Luna has a way of explaining something so it makes sense but you haven't lost interest midway through the explanation.

The math prerequisite in the first two chapters of the book is pretty strait forward, just make sure you have a graphing calculator handy for some of the vector algebra. It's pretty basic material that goes a long way like COS and SIN. The actual programming aspect and program tutorials are fantastic. He holds your hand through the steps so its very easy to understand, and the end of chapter exercises are great. They really bring everything you were taught through the chapter with a little bit of a challenge. You'll definitely be challenged throughout the book but nothing you won't be able to handle.

Overall, I think if your beginning DirectX 10 or 11 this is the book to get. It covers the math concepts you need to know and walks you through the basics, and intermediate parts of Direct3D. The shipping was fast, it was faster the the estimated shipping date and was packaged very delicately. To be specific it was in a "Medium Flat Rate" box from USPS filled with Packing peanuts and the book was wrapped in plastic.
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