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PDF Ebook The Zen of Direct3D Game Programming (Prima Tech's Game Development), by Peter Walsh
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The Zen of Direct3D Game Programming (Prima Tech's Game Development), by Peter Walsh
PDF Ebook The Zen of Direct3D Game Programming (Prima Tech's Game Development), by Peter Walsh
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About the Author
Peter Walsh has over six years' experience in the development of interactive entertainment software, and four years with DirectX. Peter has worked at the computer games research, development, and consultancy firm 1C-CAVE, and currently researches game technology and development at Abertay University, in Dundee, Scotland. Abertay is at the forefront of game development, and has the first degree course in gaming technology in the world.
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Product details
Series: Prima Tech's Game Development
Paperback: 896 pages
Publisher: Muska & Lipman/Premier-Trade; 1 edition (June 1, 2002)
Language: English
ISBN-10: 0761534296
ISBN-13: 978-0761534297
Product Dimensions:
7 x 2.2 x 8.8 inches
Shipping Weight: 3.1 pounds (View shipping rates and policies)
Average Customer Review:
3.1 out of 5 stars
22 customer reviews
Amazon Best Sellers Rank:
#2,941,162 in Books (See Top 100 in Books)
The Zen of Direct3D Game Programming is an absolutely excellent book that truly accomplishes what it sets out to do.Direct3D Immediate mode is one of the most demanding programming challenges in the Universe, period. This book, if pursued studiously, absolutely will give you a very solid foundation in Direct3D and how to use it effectively.The books only presumptions are that you are able to program somewhat adequately in "C" and that you possess, and have at least a little familiarity with, Microsoft's Visual C++ Compiler.This book provdes excellent, appropriately sequential and insightful coverage of Windows graphics programming, 2D DirectX Programming, 3D concepts and beginning to moderately advanced 3D Direct3D concepts and implentation methods. It is written in a very coherent and easy to follow manner, with complexity of concept increasing only as our ability to understand also increases, a rare feature in this level of technical book.The game engine that Peter continuously helps you develop and refine throughout the book is truly a tour de force. Its development is clear and logical and it's increasing sophistication and complexity follows our advancing learning curve very tidily. As Peter progresses through the book, he uses more and more sophisticated coding techniques, but he always demystifies them and explains them adequately before moving on. Part way through the book, Peter introduces and begins using classes for encapsulation of the functions that he includes in his "game engine", but the book also includes a very nice appendix item that is a short introductory course to C++ classes that is just right for the level of C++ specific implementation that he uses in the book.For most books, the learning about Direct3D methods that takes place would be quite sufficient, but this book packs a real bonus in the parallel development of its game engine. This engine is really useful, truly powerful and imminently extensible. Most previous attempts of this sort resulted in an engine that may have been suitable for learning, but was certainly not so for any more serious implementation. Peters engine can easily be used as the primary basis for construction of advanced 3D projects and games. It is heavily optimized for speed and utility. Moreover, the principals of engine construction that are continuously reinforced as you proceed leave you more than adequate to the task of engine enhancement or even to begin constructing engines of your own.This book does not cover: advanced animation methods, character animation, 3D collision detection, game theory or how to build your own game. However, without this book those things are moot. I look forward to a volume 2. But even without that, Peter has given me the capability and the confidence to move forward confidently on my own and undertake those missions with a certainty that I can make sense out of them and produce coherent, tidy and powerful implementations of my own.By the way, Don't knock this book because it doesn't cover mesh skinning, and advanced game architecture. It provides a superb knowledge base for you to start with as well as an equally excellent tool, the engine and it's probably hard to get publishers to publish books for a qualified world wide audience of less than 200. This book will get you a long, long way down the road in every respect and it is by far the best one you can get. Period!
This book is a little dated, but is still my fovorite book on 3D game programming using Direct3D. The book goes at a reasonable pace, presents the information in a logical progression. By the end of the book you have a working 3D DirectX engine and a much better understanding of DirectX and 3D game programming.
As a long-time video game fan and experienced C++ programmer, I bought this book to join the two and start a new hobby - 3D game programming. This book lets you stick your toe in, but that's it. You will come away with knowledge of how to access the DirectX API calls and make the graphics card do something. You will also be introduced to all of the basic 3D game concepts - vectors, matrix math, texture mapping, the game pipeline and rendering, etc. However, you won't be able to do much with it - the tools you are given are way to basic for anything but 10-fps rotating cubes.Pros:- very clear and concise introduction to all major 3D concepts- good introduction to C++ programming for those not already familiar with it- examples included on CD- easy-to-read writing styleCons:- the sample code on the CD and in the book do not match- many of the code samples on the CD are broken and do not compile (though you can download them if you hunt on the web)- the website link from the CD does not exist- the most advanced examples run at 9 fps (on my P3 900) - tooslow to be much useI am glad I bought this book, but I skimmed much of it since I was already familiar with C++. I was able to dig into the rest and get a feel for working with DirectX and the graphics card.In the end, though, I have had to buy several other books in order to be able to produce a workable game-like program. Like I said, this is a very basic introduction - you will need more resources before you can do useful game programming.
...The book has too many errors and some of the code won't compile, UNLESS you are experienced enough with C++ and Windows and DirectX to fix the errors. Well, that's just a little ironic, now isn't it, since it wastes a lot of pages trying to teach you how to turn on your computer and write a "Hello, World!" program in Windows.If you browse the CD Examples directory you will end up pulling out all your hair because almost none of it corresponds to the code or explanations in the text. I don't know how they could have made such a mess of it. Many of the support files like bitmaps are missing, the same executable appears in every chapter's subdirectory, it's REALLY a horrible mess. My biggest gripe is with Mr. Lamothe for coming out with a well-intentioned series of Game Programming books, then wasting so many pages of introductory Windows programming IN EVERY BOOK! Why wasn't one book made for the intro stuff, then other books specializing. This really makes me loathe to buy more books in the series.This book was rushed out the door like so many games are these days...Too bad, because I kind of like the humourous explanations a-la Michael Abrash and fundamentally the theory is good to get you started on DirectX.
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