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Product details
File Size: 22047 KB
Print Length: 864 pages
Publisher: Mercury Learning and Information (May 21, 2012)
Publication Date: May 21, 2012
Sold by: Amazon Digital Services LLC
Language: English
ASIN: B0085CDJY4
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Amazon Best Sellers Rank:
#648,074 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
The overall content is excellent so far; I feel like I'm learning so much, understanding the material, and retaining it well. The summaries and exercises at the end of the chapters are great.There are a couple things about the book that drive me crazy though, and the book loses one start for each.1) The book is printed in black-and-white. It's not a big deal in some contexts, but here we're talking about subject that's all about drawing COLOR on a computer screen, and there's no COLOR in the book. It's especially ridiculous to find a diagram showing mixtures of primary colors, and it's printed in black-and-white. Seriously?2) Typos. Lots of typos. Every chapter so far has several. Some of them in formulas and code samples. And what I'm worried about is how many typos are there in formulas and code that I'm NOT recognizing and end up misunderstanding a concept.
This is a great book. The reason i'm giving it one star is because after Frank Luna released this book, Microsoft released the win 8 sdk which deprecated a lot of what this book does. It takes a lot of work to port Frank Luna's code to something workable that is not deprecated. Just trying to warn people before they buy this in case they are brand new to DX11 and expecting something up to date.Edited to Add: This is the best book i've found for DirectX 11 out there. Just be warned that it will take a lot of work to get the code samples to compile if you want it to be code that isn't deprecated and to move away from the effects library.
I already had a couple of 3D game programming books but I had to get this one for a 3D programming class.Mr Luna covers the basics fairly well. His illustrations are quite good. I believe he goes into too much detail at times losing the reader in the forest for all the trees. His explanation of the pipeline leaves the reader a little lost. Maybe a little history lesson would help. For example, what's with all the shader stages?One thing I find PARTICULAR annoying is the way Mr Luna mixes in code with giant fonts with the rest of the text. Because he uses a large bold Roman font, it takes up a lot of space and is totally distracting. It ends with with the reader thinking the code is more important or is the highlight of the book. The text is! I read a book to get the idea of how things work, then I'll try the sample code to see if I can make it go. Mr Luna should take a lesson from Dietel's books. They have the art of mixing text and code down pat.The code samples from his web site work. Some libraries had to be rebuilt for Directx11. I wish he had more comments in his code.Also, some chapters do not mesh well with his code samples. For example, his intro on graphic primitives could have used some sample code to demonstrate some of the principles. Instead, the reader is left to either upgrade Directx11 initialization code or downgrade some of the drawing code from Chapter 6.
I heard people recommend "Practical Rendering and Computation with Direct3D11" over this book. Those people are wrong. That book is highly simplified and uses simpler and/or deprecated methods that don't really teach you how to use D3D11 well (e.g. showing you how to set one specific MSAA mode, but not how to query for all supported modes and allow end users to choose from them). This book is much better and more detailed. I haven't come across a better one for D3D11.
Frank Luna's book is great. It's stated goal is to make you comfortable enough that you can use Microsoft's MSDN documentation and understand everything they're talking about, which is a very useful goal. There's no way you're going to memorize API calls, and yet MSDN assumes you have quite a bit of understanding about the rendering pipeline and the structures that DirectX uses.I find this book to share an interesting dichotomy with the OpenGL Superbible's 5th edition, the one that teaches version 3.3 and completely eschews the fixed pipeline of earlier OpenGL versions. Let me compare the two books, not to compare DirectX and OpenGL, but to compare the way each book teaches its topic.Mr. Luna's strategy is to give you a lot of information up front. Chapter 4 discusses DirectX initialization, and it is full of the structures and API calls you need to actually get something on the screen. As a result, you actually end up going through a couple chapters before you draw the typical 'Hello World' application of 3D graphics - putting a single triangle on the screen. Before you get there, you have about 60 pages of theory and function calls to work through, which for some people can seem quite intimidating.The OpenGL Superbible takes a different alternative. Instead of giving you the API data right up front, the author has written a series of wrapper classes that allow the user to do the drawing before understanding the API. Once you get some graphics on the screen, the book will begin to look into the wrapper classes, and teach you the API by showing you what each class actually does. By the end of the book, you will understand exactly what OpenGL is doing.Personally, I like the method of teaching that Mr. Luna's DirectX book takes better. If you are the kind of person that finds this unloading of information up front daunting, perhaps you should get the OpenGL Superbible instead, which takes a different teaching method. Learning the 3D rendering pipeline is a different process than learning DirectX or OpenGL, so once you learn that pipeline through one API, you shouldn't have too much trouble with the other.For me, however, this book is the better way to learn, and if you are okay with digging in deep before actually drawing anything on screen, you will like this book too.
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