Resources for learning directx

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12 comments, last by Nanook 12 years, 2 months ago
I can certainly agree with the fact that the book doesn't provide an introduction to C++ / basic computer graphics, although I think including many entry level concepts would water down the content a little too much, and never bringing any of them to a mature level might be confusing too. I tried to write the book that I would have wanted when I started out, but I suppose that concept means different things to different people.

Still I will take the critique - I can always plan for updates on a second edition sometime down the road :) +1 for each of the feedback posts!
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Don't have it yet, but it is on my list along with Game Engine Architecture by Gregory. I had read that amazon quote as well, and the part that stood out the most was the changes made to the code post publishing. Has a snapshot been made of the heiroglyph project at the time of the books publishing? perhaps that link should feature most prominantly on the site. I definately think a book like this will help my progression from x9 to x11, and the bump from Eberly is a good sign too.

Not to hijack but I find Dave has an understanding of these things(as you do as well) that is light years ahead of mine, and I've found his books to be over my head at times. To be fair though, It's been a while since I picked up my copy of 3DGEA, and I've definitly grown leaps and bounds by then, so maybe it's time to have another kick at the cat.

I just wish these tombs weren't so damned expensive... I've probably dropped more on Game Programming literature to date than I spent on my guitar :)
I also saw that review a little while back, and have thought about how best to handle the topic. I think utilizing the 3D engine to build the samples is the best way to keep the code relevant and continue to support it. Typically people complain about the opposite problem - that the code is dumped by the author and never touched again. In our case, I have found and fixed several fairly large bugs in the sample code, and have also made general efficiency improvements to the way that some mechanisms in the engine work.

The second half of the book (where the sample algorithms are described) is careful to describe the algorithms and the shader code, but not to discuss the engine mechanisms for carrying out those algorithms. This is an explicit choice, and was done to allow general improvements to be made while keeping the code in sync with the book. That review complained that I had removed the boost dependency - but that is a good thing! There was no functional difference in the samples, but there was about 70 mb less dependency... The code is being updated, but not updated without consideration of the book.

In addition, other samples are added to the code base that show topics that aren't covered in the book. For example, I have recently added an MFC sample that shows how to interact with D3D11 and MFC, and also added a Kinect sample. There is lots of things that can't fit into a book, but are still worth conveying to your audience. In this case I think if we didn't update the code, then people would complain in 1-2 years that the code was getting stale and out of date... I would take a functional reference over a static snapshot any day...

However, since the code is open sourced, and is available in an SVN repository, it is trivial to roll the clock back to the time of the book release. I will add instructions to the codeplex website to that effect - thanks for the suggestion!

One final thing - I also got my start by reading Dave's books, so it is a great honor to hear him make such a nice comment about our book!
Cool I'll get the book :) Dave Eberly says its good and I love his books so must be good :) I'm not a beginner programmer so it sounds like the book I'm looking for..

Btw. why would anyone want a c++ introduction in a D3D book? Theres lots of good books on c++

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