Wednesday, October 7, 2015

Ebook Download Managed DirectX 9 Kick Start: Graphics and Game Programming

Ebook Download Managed DirectX 9 Kick Start: Graphics and Game Programming

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Managed DirectX 9 Kick Start: Graphics and Game Programming

Managed DirectX 9 Kick Start: Graphics and Game Programming


Managed DirectX 9 Kick Start: Graphics and Game Programming


Ebook Download Managed DirectX 9 Kick Start: Graphics and Game Programming

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Managed DirectX 9 Kick Start: Graphics and Game Programming

About the Author

Tom Miller is the development lead for Managed DirectX, as well as the designer of the API. He has worked on the DirectX team for the last four years, including the SDK team writing samples, as well as the DirectX for Visual Basic team. Previously at Microsoft, he worked on the Visual Basic and Office teams.

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Product details

Paperback: 432 pages

Publisher: Sams Publishing (November 3, 2003)

Language: English

ISBN-10: 0672325969

ISBN-13: 978-0672325960

Product Dimensions:

8 x 1 x 8.7 inches

Shipping Weight: 1.6 pounds

Average Customer Review:

3.4 out of 5 stars

39 customer reviews

Amazon Best Sellers Rank:

#3,838,875 in Books (See Top 100 in Books)

I got this book because I wanted to learn to use DirectX with C# in a managed-code environment - exactly what this book attempts to address.Unfortunately, my progress has been hampered from missing blocks of text in both the prose and code samples. The author introduces topics and moves on without completing them.For example in Chapter 1, page 16, he introduces a prototype for a "public static Microsoft.DirectX.Matrix PerspectiveFovLH(...)" method. He explains the parameter list, and then moves on. On the next page, he gives a SetupCamera method which calls the aforementioned PerspectiveFovLH method and declares on page 18 that "we've got our triangle drawn now." Only we don't. The body of that function never got filled in. I didn't get past the next page before encountering a similar case.The other problem may be a question of versioning, but there are frequent invocations of "Set[Something]" methods, such as a CustomerVertex.Positioned.SetPosition method, which doesn't actually exist in my environment. (Granted, I am using Framework 2.0 and not 1.1, also Visual Studio 2005 rather than 2003, but deprecated methods are usually supported for backwards compatibility. So, was it ever really there?) I managed to get around this by simpling assigning a value to the Position property.Perhaps I could navigate a few typos and errors if the writing were more straightforward, but it doesn't help that the author's pedagogical approach is to confuse the reader with a few examples of code that doesn't work and then to say "let's examine why." The facts of how the methods and concepts are supposed to work need to be stated plainly from the outset.Last but not least, I am left to languish in my frustration, because no means of contacting the author has been provided.

This book truely is what it claims to be: A kickstart! It moves fast and may give people who are not familiar with Visual Studio .NET a hard time keeping up. But this is what I really liked about this book! You want to learn how to program? Find a different book! You want to get into DirectX development? Look no further!Just the first chapter explains more than practically any other book about Managed DirectX I have read. Sure, it doesn't have all the long and ellaborate explanations some of the other books have. But for some reason, I still felt like a had a better understanding of how to do things the 'right way' after reading this book. This may have to do with the fact that the author of the book is also the author of the API.The book covers a lot of ground. Most of the chapters deal with Direct3D (which is what I was interested in), although the author does touch on other subjects such as DirectInput. The pace is fast and the author covers the whole range from primitive drawing techniques to using higher level concepts, such as meshes, and eve the HLSL (high level shader language), which many would consider an advanced topic. Well, I do anyway... ;-)The book doesn't just provide shallow introductions. In fact, the author doesn't even shy away from topics such as skeletal anomation of meshes, or writing pixel and vertex shaders to create specular highlights and per-pixel lighting effects.Well done! This book will explain a lot, and it does so quickly. However, if you have no experience with 3d graphics at all, you may want to follow up with another book, such as 'Introduction to 3D Game Programming with DX9' by Frank D. Luna, which will give you a good understanding of related topics, such as a lot of the underlying math used for matrix transformation and vector mechanics. This can be done as a second step though, since this book does not require knowledge of these things, as it uses functions provided by the Managed API for practically everything it does.As we are starting do work more with 3d graphics as a company, I have a need to get team members up to speed on the subject matter. This is the book I recommended they all read...

Background: No professional programming experience, but i wrote MUDs in the late 90s. I learned C++ at a junior college. 4 classes of C++, analysis and design, discrete math, calculus, and a class of java. (and some other unrelated stuff)I will recommend reading Ron Pentons MDX book before this one... it's much simpler (even though his sprite implementation is from dx 9.0b and won't compile... but learning how to fix it is good for you :P)Tom does a great job of leaving out all of the baby stuff (like how to set up your IDE, install DX, etc etc.) and goes right into the meat and potatoes. So, for people who get bored too fast skipping simple concepts... this book is great for you.I recommend getting this book, reading each chapter twice, then printing the sample code and hand typing it (don't let intellisense do the work). You'll quickly memorize the methods in MDX that way. Then read the chapter a third time to recap what you just did.Hope you all enjoy learning as I have.

You get what you pay for. For the admission price, you get a quick no-nonsense walkthrough of someone else's exploratory code in Direct3D. You don't get commentary on what, why, and motivations. Maybe I'm a bit jaded, or maybe C# reads almost like English. The shallow explanatory text is a little jarring to read after browsing the code listings. ("Didn't I just read this?")Polished versions of the book's code ships with the DX9.0c SDK. This is both good and bad. The book was written by a key member of the managed DirectX team. This is a good thing. OTOH, the accompanying text offers very little beyond the SDK samples. There is some compensating value in being able to browse it offline.The coding style is clear and linear, perhaps just right for illustrating concepts, but not one you want to emulate. Overall, the book lacks the deeper discussion that the SDK samples want for; you won't find that between its covers. While far from a hearty recommendation, it's not at all a condemnation. The book is precisely what it purports to be: a kickstart primer to programming DirectX in C#, teaching by example but not much beyond.

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Managed DirectX 9 Kick Start: Graphics and Game Programming PDF

Managed DirectX 9 Kick Start: Graphics and Game Programming PDF

Managed DirectX 9 Kick Start: Graphics and Game Programming PDF
Managed DirectX 9 Kick Start: Graphics and Game Programming PDF

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