Ebook Inside Direct3D (Dv-Mps Inside), by Peter J. Kovach
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Inside Direct3D (Dv-Mps Inside), by Peter J. Kovach
Ebook Inside Direct3D (Dv-Mps Inside), by Peter J. Kovach
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Amazon.com Review
Aimed at the more experienced Windows C/C++ programmer, Inside Direct3D delivers a solid introduction to the world of game development on the Microsoft DirectX platform. With coverage of the features and APIs used to create realistic 3-D gaming graphics, this book can initiate any C++ developer into the world of DirectX. This book is best at explaining the basic and advanced features in version 7 of DirectX, a gaming platform that includes numerous APIs such as Direct3D (for 3-D graphics), DirectDraw (for 2-D graphics), and DirectInput (for joystick input). This text explains how to implement such 3-D effects as texture mapping, lighting effects, fog, and stencil buffers (which can be used to create cinematic fade-in/fade out effects, for instance). Each section here traces a relevant part of the DirectX API, starting with DirectDraw and then moving on to various aspects of Direct3D and other APIs. Standout chapters include a solid explanation of Direct3D's transformation and lighting pipeline (which combines the various 3- D elements and effects into a single rendered scene). There's also an introduction to using input devices (like joysticks) and an overview of multiplayer gaming, an explanation of what functionality is available, and a demonstration of the applicable APIs. The other standout here is the author's useful gaming engine (called RoadRage), which lets you try out DirectX graphics features hands-on. While game development is a huge topic, this title can definitely get you started by concentrating on the DirectX APIs themselves, with some appealing visual demos that demonstrate the various graphics effects in action. For those with some previous DirectX knowledge, the bundled sample gaming engine is definitely worth the price of the book. --Richard Dragan Topics covered: Overview of Microsoft DirectX 7, DirectX APIs ( DirectDraw, Direct3D, DirectPlay, DirectInput), COM for game programmers, using the Microsoft Direct3D Framework, basic message handling, programming with DirectDraw, enumerating and selecting Direct3D devices, windowed and full-screen modes, flipping and selecting surfaces, Direct3D Immediate Mode features and APIs, the Transformation and Lighting (T & L) pipeline, vertices, the strided vertex format, viewports, types of lighting, rendering 3-D scenes, primitive types (point lists, line lists, triangle stripes, and triangle fans), render states, keyboard and joystick input with DirectInput, force feedback, texturing, texture management, texture compression and the DXT format, bitmaps, texture filtering, texture blending and wrapping, fog effects, alpha blending, light mapping, cinematic effects with stencil buffers, 3-D models and animation (segmented and single-mesh characters), Direct3D optimization hints, multiplayer gaming, and RoadRage (sample custom gaming engine).
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About the Author
Jeffrey Richter is a cofounder of Wintellect (www.wintellect.com)-a training, debugging, and consulting firm dedicated to helping companies build better software faster. He is the author of the previous editions of this book, Windows via C/C++, and several other Windows®-related programming books. Jeffrey has been consulting with the Microsoft® .NET Framework team since October 1999.
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Product details
Series: Dv-Mps Inside
Paperback: 500 pages
Publisher: Microsoft Press (April 1, 2000)
Language: English
ISBN-10: 0735606137
ISBN-13: 978-0735606135
Product Dimensions:
7.4 x 1.3 x 9.2 inches
Shipping Weight: 2.2 pounds (View shipping rates and policies)
Average Customer Review:
3.5 out of 5 stars
17 customer reviews
Amazon Best Sellers Rank:
#5,000,088 in Books (See Top 100 in Books)
Reviewing is difficult because we all know graphics and/or programming at different levels. I am experienced in both computer graphics and MFC/C++.The full examples, and description of the framework, are listed in the text. That's good. The CD-ROM is very good and gives all examples.However, I'm working on a DirectX8 program, and the samples won't compile under DirectX8 (MS says code is supposed to be backward compatible). In addition, the examples keep looking for a joystick. I don't have, need or want a joystick. Aparently if you don't have a joystick, it's an error. :-)
Look at any book to date on direct x and it will usually cover everything but 3d or 3d immediate mode. This book spends an inordinate amount of time covering how to set up a direct x program, reading the keyboard, mouse, networking, etc. In short, with all the attention given to topics well covered in every other direct x book, very little room is left for anything more than a cursory look at 3d. How about a book for those of us who read inside direct x and are ready for the sequal? If I click the mouse on the screen, how do I know what object was under it? How do I set up a hierarcicle animation system? How do I path AIs through a 3d world? How about vertex blending, bones systems, or inverse kinetics? I basicaly want to know how is direct 3d going to help me in these real world demands, and how do I structure my system to best take advantage of the features direct 3d supplies, and how do I get around those features it does not without giving up such advantages as video card T&L? If I let direct 3d handle my transformations then how do I determine hit tests? I know that these may seem like advanced concepts that should be delt with in books dedicated to that subject, but how these various systems relate to direct 3d, and how to get the most information from the automated features of direct 3d should be delt in a book on direct 3d. I want the information that will allow me to use the knowledge gained from those advanced books in a direct 3d environment. Most game engines I've seen have handled all the transformation and lighting in code so this information is available for these reasons. Can this be done a different way?One final note. I've worked in the game industry for several years now and nobody writes in c any more. Systems are just too complicated, and there are too many of us on a project. The notion that c++ is too slow is nonsense and I wish the authors would prepare the readers for the realities they will encounter. The great advantage that C++ has is that it compartmentalizes the concepts so it is easier to use and understand. Kind of like what a book is supposed to do, isn't it?
First of all, let me say up front that this book is *far* better than the author's previous Direct3D work, entitled "The Awesome Power of DirectX/Direct3D". Anyone interested in why I would mention this should look at the customer reviews for that title. I just want to make sure no one who gave up on the earlier book is scared off from this one just because the author is the same. Whether the improvement is due to Kovach's having more time to complete this one or because of better editing from the Microsoft press folks I don't know, but suffice it to say that this one stands far above the earlier work.What also makes this book a definite improvement is the fact that it's the first one in the market to deal with Direct3D Immediate Mode. The coverage of Immediate Mode is fairly detailed, although sometimes the author doesn't explain his code snippets in enough depth, leaving the reader to try and figure out what's going on. It's not done to an unforgivable extent, but it can be annoying at times.If you're new to Windows programming in general, or unfamiliar with 3D concepts and basic linear algebra, you'll also need a companion book to really understand some of the discussions, because the goal of this work is to demonstrate how to use Direct3D's API to create interesting programs. It's not that the author ignores beginning users, but his goal is to focus on what Direct3D (and friends) can do for your programs, and 450 pages only gives you so much room to work with.His coverage of Direct3D topics is pretty comprehensive, with texturing, stenciling, T&L issues and others all getting a fair shake. He also includes some interesting software which will allow users to load Quake2 and 3D studio models into your programs. Code for doing so is included on the companion CD.In short, this is a good book for anyone even remotely familiar with Windows programming, DirectX and 3D theory and concepts. When you consider the other Direct3D books on the market, this one looks even better.
First off, yes, you can get all of the information presented here in the DirectX SDK docs. By that argument, you can get whatever information you want from the MSDN Library, so why buy any books at all? The reason is that this book gives a better explanation than the SDK docs, and comes with a sample program that actually works. It goes over enough of the api, and gives you a framework that you can actually go through and build a working program with. I do agree with a couple of the other reviews and question the inclusion of DirectPlay and DirectInput. But because they are there doesn't justify giving this book a lower rating. If you can't get the programs to compile then you need to spend some time learning a little more about your compiler. I bought this book so that I could make a D3D port of my openGL code and was able to easily make the transition thanks to this text.
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