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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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crohnsandme

best beginner book Dirextx game programming?

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hi all, so i am slowly moving onto to 3D and know at university i will be using directx so i want to get a little headstart learn the basics and be comfortable using the tools needed, i see a few different books for beginners with directx just thought is there any specific ones i should look for that will do me well? thanks

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I'd recommend beginning game programming 3rd edition by Jonathan harbour. Some people would say to use Frank Luna's book but I personally think its a graphics programming book instead of a game programming book.

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I'd recommend beginning game programming 3rd edition by Jonathan harbour. Some people would say to use Frank Luna's book but I personally think its a graphics programming book instead of a game programming book.

I have copies of both of those books here. It's been a while, but I remember that my opinion of Harbour's book wasn't high. Haven't actually read Luna's book yet (it's up next), but yes, it's all about computer graphics using DirectX (depending upon the edition, DirectX9-11, IIRC) and doesn't really cover anything else (no collision detection, etc.). It has great reviews as a DirectX resource, though, so if that's what you need, it's probably worth checking out.

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Frank Luna's books are the best for intro to DirectX. I wouldn't even bother with Harbour's.

 

If you want to understand the DirectX API the only way in doing it is to learn graphics theory and general DirectX graphics programming. If you don't care about the API and simply wish to make games don't even bother learning DirectX and just teach yourself some game engine.

 

Your wasting your time learning to write boiler plate code if all you want to do is make a game. To be good you must know both.

Edited by DevLiquidKnight
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ok well seeing as we will be using this at university im guessing ill go get lunas book and then i can read the other also for the things that are missed out of lunas book?

 

thanks guys/girls

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