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Product details

File Size: 3116 KB

Print Length: 384 pages

Publisher: Cengage Learning; 001 edition (May 12, 2011)

Publication Date: May 12, 2011

Language: English

ASIN: B00B7RE8FS

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Amazon Best Sellers Rank:

#1,916,686 Paid in Kindle Store (See Top 100 Paid in Kindle Store)

Beginning DirectX 11 Game Programming by Allen Sherrod is, what I’d consider, a great introduction into DirectX programming. Just to be clear, it’s really only an overview of the DirectX APIs (Direct3D, DirectInput, etc.) and not really a graphics or game programming book (despite the title). So there is very little in the way of actual gameplay type programming, as you never really get to the point of having any sort of game demo. In that same respect, you don’t really deal too much with computer graphics theory, though there is some brief coverage of lighting models in regards to shader programming. That said, what is in the text is a good start to learning the DirectX 11 API and getting some foundation knowledge of the Windows platform.The book covers basic Win32 window creation, initializing Direct3D, error handling, basic 2D graphics concepts, font rendering, input handling (with Win32, DirectInput, and XInput), fundamental 3D math (vectors, matrices, coordinate systems), cameras, and 3D models. Overall a good amount of topics, and decent coverage of the building blocks for working with the DirectX 11 SDK. While I wouldn’t say the book is for “beginners” (as nothing involving DirectX or Win32 is really for novices), it doesn’t go into as deep a depth as something like the Frank Luna book (which covers more interesting topics like normal mapping and shadow maps). However, I did find the discussion at the end about loading the OBJ 3D file format into Direct3D to be unique, as most books do not go into this.So do I think Beginning DirectX 11 Game Programming is worth reading? Certainly. It was an approachable read and the Kindle e-book was moderately priced at around $25. For sure, if you are working with the DirectX 11 SDK you will want all the help you can get. Granted, I think some of the other titles I’ve seen had more impressive demos, or deeper coverage, but I felt this was a fine introductory text. I’d even go as far to say that you should read this book first, as it presents the basic knowledge in a way that is much more to the point and not as daunting as some other resources.The one thing, which is both exciting and sad, is that I believe this was the last DirectX 11 book available on Amazon that I haven’t read. I see there are a few newer books covering DirectX 11.1 or later, but I’d really like to stick to straight 11 due to Windows 7 compatibility. So, at this point, I think I maybe have got as far as the introduction books will take me and I will have to just start developing with it and learning as I go. Not a bad problem to have. Although I still have a few general game engine books in my backlog, I’m feeling more confidant about getting into the trenches of development with my engine and this book has definitely helped.

If this book spent less time explaining Intro to C++ topics like why I should use the managed pointer libraries (really?) and didn't write every single example out like a lesson in maximum object-oriented coding, it might have had space to actually get into DirectX 11 topics like tesselation. And, maybe some real gaming concerns like collision detection and how to use DirectCompute. Or 3D/stereoscopy. Or interfacing with other MS libraries (GDI, DirectDraw). Or any of a host of actual gaming topics. Instead, by the end, you are prepared to understand only the most rudimentary examples that are covered by many on-line tutorials in one quarter the space. But, hey, you will remember to error check every single API call and never to let the memory manager de-allocate anything when you are done (I am trying to sarcastically say that every example is a long-winded and pendantic).There are also a lot of minor errors that any competent reviewer should have caught. And even a non-technical editor should have noticed that many of the graphics are unrecognizable. These aren't terrible in and of themselves, but are probably indicative that this book was really rushed to market.It is hard to believe that either of these authors have ever written any serious, real-time gaming code. They seem better suited to writing Intro to Java books. For which they would probably be great. Use the Web tutorials and SDK examples first. Only buy this book if you really, really want another pass of the same material. I would be very bummed if I had only this to use as my primary source.

Given that other reviewers have mostly expressed legitimate concerns, I will not restate those concerns except the one that I feel is pertinent.This book (and online sample code) provides no real "games", not even simple or rudimentary ones, only fundamental sample code is provided to demonstrate functionality of a handful of DirectX basic parts -- it leaves writing simple games as an "exercise" for the viewer stated toward the end of the book. This may have been acceptable to me if the companion website's "Coming Soon" links had ever provided them. Two years later, today, the website still says "Coming Soon".Programmers in a beginning level need to see how a game is written in order to figure out how to write their own game. Advanced programmers who are new to game programming need to see how the "game" aspects are incorporated into a program. This book gives a basic lecture on what to expect in the world of game programming, but doesn't really tell the reader "how" to create a game. I don't like saying this, but the book almost sounds like it is a DirectX "teaser".A beginning DirectX programmer would not be interested in what past versions of DirectX have done (it would be irrelevant), they would be interested in the current version of DirectX. History lessons in the book would seem to apply only to programmers who are already familiar with DirectX past versions, but the title of this book states it is for beginning level readers. I would have replaced the history lesson with the missing chapter on sound and audio that can only be found online.While not strictly relevant to the book, I found that even though code samples worked on my Windows Vista OS, the window would not initialize on my Windows 7 OS. The book depends on all sample code to work, and while it compiles without errors on my windows 7 OS, the initialization of the DirectX function that creates the swap chain continues to fail with an "invalid parameter" return code. No help is given on troubleshooting -- a "beginning" programmer would be frustrated, and the book does not provide links to resources for such things.For a "beginner's" book, it is not one I would recommend; and it would appear the 2011 online efforts to provide tutorials on the companion website have been abandoned.

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