What are the current books for DirectX (w/ focus on 3D)?

shadowprotocol
  • What are the current books for DirectX (w/ focus on 3D)? shadowprotocol

    For OpenGL, the OpenGL SuperBible 5th edition was just released only a few months ago, and is considered a fantastic, highly rated book for not only learning OpenGL 3 (Part 1 of the book), but it also goes into advanced OpenGL topics in Parts 2 and 3.

    For DirectX, what is the current material we should be reading to learn? Books & websites with tutorials welcome. Are there any modern books available that go through the CURRENT version of DirectX that are intended for a beginning audience with a decent grasp of C++, but with no experience for DirectX at all?

    This one seems to be highly praised : Introduction to 3D Game Programming with DirectX 10

  • Unlike OpenGL, which has a hodgepodge of tutorials, many vendors and implementations, and good but somewhat archaic (unless you're like me and enjoy reading man page style) reference documentation, DirectX has one implementation, and Microsoft maintains a good DirectX hub on MSDN.

    Not that there aren't good books about DirectX, but many of these tutorials are equivalent in content and more up-to-date, e.g. the DirectX 11 tutorial and samples.

  • Also make sure, if you do pick up a book, that it includes some chapters on the HLSL topic, as there is no more fixex pipeline in DX10+. Many books seem to not cover that subject at all, which is a big mistake IMO. The msdn is a great HLSL resource.

  • Frank Luna's books on DX9 and DX10 are really the only good books on Direct3D that I've seen. His DX11 book isn't due out until next year I think (it seems he had to find another publisher), but DX11 is close enough to DX10 as far as basic 3d graphics goes.

    The only thing I'll say is that the title is a little bit misleading because there's no actual game programming in there - it is purely a graphics programming book.

    UPDATE: It's worth noting that Frank Luna's DirectX 11 book is out now.

    Just an update to this answer. Frank Luna's book are very good for learning DirectX where one doesn't need to cram the syntax and get the mathematical detail of everything what's going on.

    Frank Luna's DirectX 12 book

Tags
c++ directx
Related questions and answers
  • I have the book iPhone 3D Programming; this book taught be a lot about overall c++ iPhone application architecture and iPhone OpenGL ES. But a lot of the book is obviously about 3D, so most of the book wasn't that useful to me. I also have Game Coding Complete 3rd Edition; this book taught me a lot about game engine architecture but the emphasis is on c++ windows desktop game programming. I am looking for c++ 2D game engine architecture books. I'm not looking to use any frameworks; I want something more geared towards 2d c++ game engine architecture. Any suggestions? Thanks.

  • EDIT: There aren't sufficient enough tutorials for what I'm trying to do in Python, so I'm going to take my time and slowly build up my skills in C++. It's hard to trip and not land in a book of C++ tutorials on game development and 3D programming. Once I get passed the basic syntax for classes in multiple files with preprocessor declarations, what is the next step in 3D? Do I use DirectX or OpenGL? If I use DirectX, are there sufficient enough books on the subject for a BEGINNER? Same question for OpenGL. I love programming books, I just feel that most of them are way below par

  • , so I planned to start over. The libraries that I have used are SFML, OpenGL, and Bullet Physics, along with GLM to load the models. But the problem is that the 3D graphics arent working with the Physics correctly... So my main question is: What would be a good combination of libraries to make an online game with? Im sure that many people have good combinations of libraries for making a game... better. I would also like compatability, If Theres one that fits DirectX(at least 9) and OpenGL, then that would be good) 2D Graphics(I liked SFML, so it its possible to get something that works with SFML

  • , but the book is most definitively not a book about "developing text-editors". EDIT: The book should contain code examples that are not dependant on proprietary technologies (e.g.: it should use OpenGL rather than DirectX, a dialect of C known to gcc rather than needing a specific commercial compiler, etc...) Thanks in advance for your time and advice! PS: My background: I am a programmer with a solid experience in OO scripting languages and only some experience in C and Assembler (on AVR microcontrollers), so I am thinking to mid-to-advanced level material, rather than tutorials for beginners

  • I'm a software engineer and I'm hoping to move my career towards game development. I'm reading a book right now on 2D using C++/DirectX. When I get into 3D I know I want to do it correctly. For example, I know nothing about 3d space. So if I learn only an API I might know it but I don't know if I can develop an interractive mini 3d world with it. I wouldn't call myself successful just having a rotating crate with the latest shaders etc. My math skills are up to trig/linear algebra and still in college. I know more math is to come. Should I be reading on 3D theory books before picking up

  • ) is therefore highly wasteful. Then again, making each entity state a singleton hardly seems appropriate. What do you suggest I do? (The same can be said about game states, so whatever the solution... changed, then it (the representation) starts having an internal state. I would much rather have it stateless so that I require only one instance of every representation (just as before). Edit: How the Entity and its sprite interact in my current setup. class Entity { public: void handleEvent(const Event& event); void render(Surface* surf, unsigned long currentTime); // void

  • of them updating up to 3-5 times a second). If the players are in a 2D space (it's 3D but the z difference shouldn't affect visibility) what is the best way to manage the visibility of other players... when an update needs to be broadcasted. The existing system uses grids to organize players, and only uses only players in the current and neighbouring grids to do updates. There are some problems... for other players should only be sent to a game client if their player is near the other players (i.e. you shouldn't get health updates for people you can't see on the other side of the map). The main

  • but forced myself to wait on, as there are only so many hours in the day to devote to projects. I am an experienced web developer (12 years) with most of my experience programming in C# and .Net (8 years). I am also a capable graphic designer. I have a surface knowledge of C++, though it's been 10 years since I wrote any C++ code. I also played with the DirectX 5 API back then as well. I am...I am interested in moving into game development once my current project is done, as it's nearly at a point where it will pay my bills and allow me to hire someone else to take the driver's seat

  • hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful... or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics

Data information