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Free PDF Advanced 3-D Game Programming With Directx 7.0 (Wordware Game Developer's Library), by Adrian Perez

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Free PDF Advanced 3-D Game Programming With Directx 7.0 (Wordware Game Developer's Library), by Adrian Perez

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Advanced 3-D Game Programming With Directx 7.0 (Wordware Game Developer's Library), by Adrian Perez

Advanced 3-D Game Programming With Directx 7.0 (Wordware Game Developer's Library), by Adrian Perez


Advanced 3-D Game Programming With Directx 7.0 (Wordware Game Developer's Library), by Adrian Perez


Free PDF Advanced 3-D Game Programming With Directx 7.0 (Wordware Game Developer's Library), by Adrian Perez

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Advanced 3-D Game Programming With Directx 7.0 (Wordware Game Developer's Library), by Adrian Perez

About the Author

Adrian Perez, also known as “Cuban” in the computer game industry, has worked on the Direct3D team at Microsoft and in the graphics department at Lucent. He is a computer science major at Carnegie Mellon University in Pittsburgh, and a contributor to Game Developer magazine. Dan Royer is a developer at 3D Ion, a 3-D graphics company in Israel, and a contributor to flipcode.com, an online game programming news site.

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Product details

Series: Wordware Game Developer's Library

Paperback: 610 pages

Publisher: Republic of Texas Pr (July 1, 2000)

Language: English

ISBN-10: 1556227213

ISBN-13: 978-1556227219

Product Dimensions:

7.2 x 1.8 x 9.2 inches

Shipping Weight: 2.8 pounds (View shipping rates and policies)

Average Customer Review:

3.1 out of 5 stars

15 customer reviews

Amazon Best Sellers Rank:

#5,116,552 in Books (See Top 100 in Books)

It seems that the reviews for this book have been somewhat controversial, with people generally either loving or hating it. In light of that, I tried to read it with as open a mind as possible, and hopefully this review is objective.The title of any book tends to create an expectation of what the book covers, so you would expect the focus of this book to be on advanced game programming techniques first, and on DirectX second. Okay, so how does it do in each area then?To start on a positive note, when it comes to DirectX coverage, the book does a pretty good job. Having read several books covering DirectX, only a couple of which included Direct3D, this book holds up pretty well to the competition. It's not perfect; the non-Direct3D components are only covered briefly, but probably enough to get you up and running. The Direct3D coverage is decent, though, and easier to understand than what I've seen elsewhere. The texture mapping chapter was probably the most relevant of the entire book (though a little more depth on multitexturing applications and an explanation of how to generate the images used in environment mapping would have helped). The hole in the DirectX coverage comes in the omission of DirectPlay. Granted, there is a big chapter covering UDP instead, which is more widely used than DirectPlay anyway, but there should at least have been an explanation of why DirectPlay isn't used.The coverage of advanced techniques is somewhat limited, primarily because a great deal of the book assumes you are a beginner. Given that the word "Advanced" appears in the title, a lot of beginners are going to be hesitant to pick this up. And yet, the first several chapters introduce Windows programming, DirectX, and 3D math, which anyone considering themselves ready for an advanced book should already understand. Normally, I wouldn't consider these beginner sections a bad thing, since they are fairly well written (although the 3D math section isn't as well presented as it could have been) and to the point; however, as you'll see in a moment, the space could have been better used.When the book finally gets to more advanced topics, the coverage provided is somewhat spotty. Even though, as you can see from the TOC, many advanced topics are mentioned, only a handful of them provide enough depth of coverage or sample applications. Generally, the author's excuse for not providing complete coverage of a topic is a lack of space; if that's the case, and if this book really was intended to cover advanced game programming, he should have dropped the beginners sections and instead focused on advanced techniques that are being used in games.One other thing I just couldn't understand about the book was the ordering. Several chapters are inserted between the DirectX introduction and the Direct3D chapter (and it's not like all the chapters in between are required to understand Direct3D, since they include the AI, networking, and physics chapters). Since you can read the chapters out of order, this is just a minor annoyance, but it doesn't make much sense.So, in summary, the title of this book is misleading. People buying it for coverage of advanced topics are going to be disappointed, although there are a few nuggets to be had. On the other hand, it provides a great deal of information for beginners, including fairly complete coverage of DirectX, and better coverage of Direct3D than you'll find in many other books. Although it's not for absolute beginners, if you have some game programming experience and are ready to get into 3D, this may be worth picking up.

Several gripes about this terrible book:1. The author has no professional game programming experience, and, since he was in college when the book was written, probably no professional programming experience of any kind. As such, he was unable to present the material in any meaningful way.2. Halfway through the book, I still had no idea what Direct 3D actually does. At this point I was well into the Direct3D chapter, and still no idea. See next point.3. The information is presented mostly at random, with very few examples, diagrams or meaningful sections. INformation is presented as it pops into the writer's head and there is no motivation given for why the information is presented as it is. The 3D math section, for example, is horribly written. He goes through various calculations, NEVER bringing them back to the overall topic of transforming 3d coordinates. He introduces the topic of rendering to the screen with NO explanation. I had to re-read the Foley book just to make sure I DID understand 3d math. Another example is the Direct 3D section. I was expecting after the big chapter on 3d math, he would start by saying "Here's what D3D does for", but instead I was halfway through the chapter and had read about all the constants you can check to see what the video card does (and THAT part of the book was essentially the documentation from MS reproduced in the book).In short, DO NOT BUY THIS BOOK.

I thought this was a decent introduction to using DirectX/Direct3D programming. I come primarily from an OpenGL under Unix background, and I've been slogging through Direct3D books in an effort to bend my OpenGL-centric brain around Direct3D.One of the things I like about this book is that the authors skip a fair amount of minutia that the beginning DirectX-er doesn't need to know right away. I don't really care what the 8-bazillion different things the Direct3d enum caps callback can enumerate, and if I just want to draw triangles on the screen with a perspective projection, I shouldn't have to. I thought the DirectX intro chapters (not being a Windows jock) were quite well done.Coverage of the math topics is a bit sketchy - you'd better have at least a passing familiarity with linear algebra and matrix manipulation to get something out of these chapters. If you're the kind of person who can really throw caution to the wind and accept a stated rotation matrix as it's printed, this should be OK, but I can't say you'll walk away with a good grounding in the fundamentals. If you know your stuff cold, you can probably skip the math chapter. Same with the AI and networking chapters - nice overviews, not a lot of in-depth explanations, and probably not a lot of relevance if you're not using neural nets or UDP. (DirectPlay, anyone?) I also would have put these chapters after the ones on Direct3D, not in the middle of the book. (Minor gripe.)The following chapters act as a nice intro to Direct3D with some coverage of topics like environment mapping and other features seeing recent hardware support. The book is pretty up-to-date in these matters, talking about GeForce (still pretty new) and other chips.I would have liked some discussion of the D3DX library from Microsoft - it encapsulates much of the grunt work Perez performs with his wrapper classes. If this book touted itself as more of a DirectX *7* book, I'd be a tad disappointed.In short, one of the better DirectX/Direct3D books currently out there. Probably works best in conjunction with Inside Direct3D for the extra bits Perez and Royer (rightfully, in my opinion) skip.

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