All of the posts. o.o After reading through all of this, I've decided to start over (kinda of?) with DX11. I'm still using the same site at least for now till I'm more settled. I'm looking for better books for after I understand the basics at the moment. So if anyone can think of one, let me know.
I havent checked that site but that "Beginning DX10" book imo is not that great and does not deserve even being called beginner. The books I used for DX10 to understand the pipeline and structure were:
Ultimate programming with DX10 - a fairly decent beginner book, explains really nicely but isnt 'ultimate' at all, missing out stream out which is somewhat odd.
Introduction to DX10 - practically a rewrite from the DX9 version, it is a decent book but some things just arent explained at all and you have to work out yourself why it was used.
As for rendering and making things pretty
Real-time rendering - This book has A LOT of theory and deals heavily with rendering, I havent read the whole book but from what I read I loved it, word of advice, dont bother reading this until you are comfortable with the pipeline stages as this doesnt explain anything about directx
GPU Gems 1 -> 3 - Same applies above, full of useful theory and examples, a very nice collection of free books to work with
DX SDK Examples - The DX examples are useful too and gives some theory / examples, it also explains DXUT I guess in a bit more detail which other books lack in
That may seem a lot but to be honest when you get really into graphics programming you will fly through those books
Other books to have a look at.
Physics = Real time collision detection
Sound = FMOD alone should cover all your sound needs imo
I know I have quoted DX10 books but honestly migrating from DX10 to DX11 is simple, the only thing that I truly had to change was my 'Font' classes which DX11 doesnt have, but then thats really where Direct2d / DirectWrite come into play which are thoroughly covered in the DX SDK