counter
about us
 
The Zen of Direct3D Game Programming (Prima Tech's Game Development) | Peter Walsh | How to run the code examples.
 
 


Suche books:   



 The Zen of Direct3...  

The Zen of Direct3D Game Programming (Prima Tech's Game Development)
Peter Walsh

Muska & Lipman/Premier-Trade, 2002 - 896 pages

average customer review:based on 41 reviews
view larger image
 for more information click here

 



Whether you're a professional programmer looking to get up to speed on DirectX® 8.0 or a hobbyist new to game programming, this book will be your ultimate guide to programming amazing 3D computer graphics with Microsoft® Direct3D® 8.0! It provides a solid introduction to interactive entertainment engineering, Windows® programming, and advanced graphical techniques. Inside you'll find deep coverage of 2D graphics, including using double buffering, page flipping, programming a bitmap font engine, and creating a Quake-style programmable console. Read on to learn sophisticated 3D graphics programming techniques such as bilinear filtering, texturing, materials, lights, and how to develop an object-orientated frame based object hierarchy in order to simulate amazingly realistic animation effects. Begin your journey into the world of Direct3D - and great games - here, now!


 for more information click here


What's with all the crying?

I see that many readers seem to have had problems getting the samples to compile. Having trouble using your compiler and debugging tools? I ran into compile errors, fixed them. Had a few runtime errors, fixed them too. Got every sample up and running with no tears.

Many of the readers who expressed dismay at simple compile errors go on to state that the have "solid" or "sound" or "extensive" C++ experience....

My only real complaint is that EVERY SINGLE VOLUME in the original Premier Press series had that danged C++ primer section that takes up almost a third of the book, rewritten over and over by each successive author. Thankfully, the newer books in the series seem to have dropped this bad habit. The end samples had that "cool" console and background that resized the background image for every frame - thus bad framerates. If you resize the image on load and then render the new image to the buffer instead it eliminates tons of overhead - bringing framerates up to the cap of 60fps on most systems (I have a computer graveyard here and some of them were only able to reach 28fps - p2/400 w/256MB RAM and an old Voodoo 2). Eliminating the background starfield brought the framerate up to 60fps on all of my systems.

Zen Lesson 1: Optimization is all in YOUR head.

And as far as "figuring out what order to call" various functions - a little time with a piece of paper and a little know-how with flowcharts might help you out there.

Some day you should try sitting down with a technical whitepaper on a system and try sorting things out from that. Too many people are apron-string programmers who can't figure out anything for themselves - hand-holding babies without a clue. Stop whining, learn something about the trade you're trying to embrace, and realize that mommy isn't going to code your game for you.

Have a nice day and happy coding.

Richard


 for more information click here


How to run the code examples.

I am not sure how to get the 3d examples to run in full screen, but if you make a few changes, they will run windowed pretty well.

First off you need to change the function InitDirect3DDevice that initializes direct x.
change to: d3dpp.BackBufferFormat = d3ddm.Format;
change to: d3dpp.Windowed = TRUE;
and comment out anything that starts out with d3dpp.FullScreen

then there is something wrong with the printing of the frame rate
comment out FrameCount(); from GameLoop()
comment out PrintFrameRate(); from Render()

it also makes it nice to change the window style to an overlapped window, hope that helped.


 for more information click here


Not Useless Not Great

I got this book dirt cheap at HalfPricedBooks so I can't complain too much, if you can get it cheap why not!

I think it will be a good reference book for beginning directX programmers. What you end up with is a simple working 3d game engine. Most of what you get is functions to simplify the iterface with dx8.

However I found the writing style highly annoying. My english teachers repeated over and over "take out the fluff". And when all you are looking for is information (its a programming book not a novel) this book has way to much fluff. The author actually says his English teachers would never have guessed he would write a book (or if he did it would look like this book).

The examples he shows in the book are not all on the CD and he doesnt always give explicit enough instructions to setup the examples yourself (for me). Which code base am I suppose to use for this example, the final code base? chapter 5 code base?

But hopefully this will serve as a basic (and cheap) introduction which I will supplement with some internet research. My next step will be to code a simple game using the engine from this book, but that will definitely require some additional resources


 for more information click here


Adequate but Careless

I am now half way through this book and find it ok in some ways and not ok in other ways.

The CD does not correlate at all well with the examples in the book. This is a serious flaw, imho.

I judge most of the text in the book itself to be adequately written. It could have been better.

The book does seem to cover the important issues, however, so it does have value.

One can learn from this book.


reviews: page 1, 2, 3, 4, 5, 6, 7, 8, 9



products you might be interested in




recommendations

Game Programming, Development, Directx
My GAME programming Books
Complete Game Programming
Game Development Series
Old Game Development




programming


NLP: The New Technology of Achievement
Dreamweaver CS3: The Missing Manual
Mac OS X Leopard: The Missing Manual
Get the Life You Want: The Secrets to Quick and Lasting Life Change ...
HTML, XHTML, and CSS, Sixth Edition (Visual Quickstart Guide)



development


Good to Great: Why Some Companies Make the Leap... and Others Don't
The Official Guide for GMAT Review, 11th Edition
Getting Things Done: The Art of Stress-Free Productivity
The Tipping Point: How Little Things Can Make a Big Difference
StrengthsFinder 2.0: A New and Upgraded Edition of the Online Test ...



prima


Pokemon Diamond & Pearl Pokedex: Prima Official Game Guide Vol. 2 ...
The Sims 2 Apartment Life: Prima Official Game Guide (Prima Official ...
Metal Gear Solid 4: Guns of the Patriots: Prima Official Game Guide ...
Madden NFL 09: Prima Official Game Guide (Prima Official Game Guides)
Star Wars: The Force Unleashed: Prima Official Game Guide (Prima ...



search for books
zen of direct3d, development, direct3d, game, prima, programming



Google      toavi.com    web
books
apparel
baby
beauty
books
camera photo
classical music
computers
dvd
electronics
gourmet food
health personal care
kitchen
office products
outdoor living
computer video games
popular music
software
sporting goods
tools hardware
toys-games
vhs
watches jewelry







randomly chosen


VHS: Just One of the Guys