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Product details
File Size: 42839 KB
Print Length: 424 pages
Publisher: Apress; Softcover reprint of the original 1st ed. edition (January 1, 2008)
Publication Date: January 1, 2008
Sold by: Amazon Digital Services LLC
Language: English
ASIN: B01JBZIM1S
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Amazon Best Sellers Rank:
#2,468,985 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
If you're looking at engines like axiom, ogre, irrlicht, etc... and wondering how they do that... THIS is the book for you.Just make sure you've read at least an intro c# book and 1 or 2 direct3d books.I'm loving this book, I've read 1/4th of it over the period of my workshift... just can't put it down.Things like octrees were completely confusing me, and lynn does a great job explaining it.-1 star for not doing an octree implementation instead of a quad tree (so far... i haven't read the whole book yet), oh and i saw a "GOTO" statement in his code, which always urks me in OOP.
Well written and proofread. One of the very few books out there which uses C# for DirectX training. Recommend some familiarity with C# before starting as some issues such as interfaces come up quickly.
I think the word "introduction" in the book's title is the source of some of these bad reviews (that, and source code that initially had some bugs -- that problem has been remedied..see the Apress Forums for updated code). This book is not really introductory and is not really a DirectX9 tutorial. Instead, the author assumes a working knowledge of the DX9 object model and at least a basic knowledge of 3D design fundamentals.What the book does offer is a walk-through for building a working game engine, complete with physics models and AI, using managed DirectX 9 libraries. As such, this is the only book on the shelves that explores this new topic.
Not only is it not good design, the code itself doesn't even come close to running.
Lynn T. Harrison, Introduction to 3D Game Engine Design in C# (Apress, 2003)The main problem with Lynn Harrison's book is that, well, the code doesn't compile. Which isn't his fault; Microsoft made some changes in the version of the DirectX Software Development Kit that came out just after the book's release that compromised the code. But nine months go by, and no code update? Not a promising sign.That aside, this is a lucid, easy-to-understand book about, well, 3D Game Engine design. There could have been clearer explanation in some places, and it should have been noted at the start that the book wouldn't be presenting the code in an order the reader could type it in himself (typing in book code will beat downloading it from the website, where learning is concerned, every time). But getting past those minor problems, this is a quite workable piece of writing, and anyone who's been programming in C# for a few months should know enough to get the hang of the basics, and be able to pick up the rest from the book itself. Recommended. *** ½
I bought more than 10 books within the last 2 months, they are all about 3D games, C#, MMORPG. This book is definitely one of the best. It gives almost all I need, as a novice hobbist would like to stick to C#/DirectX.1)IntroductionThe book sticks perfectly to its title. It introduced almost all the elements a novice needs to build a 3D game. Though it seems to be in a rush to get the book well-organized, it by no means means that it's not informative. It shows you all you need to model a 3D engine from scratch, and with all the keys to bring the model to reality.2)C# and DirectXI assure you that there're not much (if not none) books explain this combination C#+DirectX, not even Microsoft documents will shed some lights on it. However, you can sneak into the details from this book. Since I demand more on the DirectX in C#.Piece of advice:If you'd stick to C#/DirectX and want to kick things off quick as an novice, buy this book. Else if you go C++, OpenGL, not yet make up your mind, wanna be a professional rather than a hobbist, and etc., go buy C++ Gurus books.
The code in the book (and downloads) was strung out over more pieces than I feel was neccesary (making it conveluded and complicated).When reading a chapter, it just randomly inserts some code, but doesn't tell you where it should go in your code or why (or the code that surrounds it so you could at least find it).Half of the code in the download is comments, but they're not useful, just the default comments that C# uses like: 'Summary of following code goes here'.I do applaud the author for leaving out some of the more advanced topics that could cover a book by themselves (i.e. networking); but with that said, I was dissapointed at the apparent testing of the code and editing of the book (quite a few errors in only the fist chapter).Having worked with RAD programming for years and basic to intermediate experience with DirectX and C#, I was hoping this book would bring all the pieces together...guess I'll look somewhere else...
For those who have already had an introduction into DirectX, this book is a godsend. If you know a little bit about DirectX and are ready to take the next step in designing your own engine this is the book to get. Just for the engine structural knowledge I have gained from reading this book it was well worth it, and that's not including all of the implementation examples it gives you, such as Terrains, Meshes, Cameras, and Particle Effects to name a few that I liked. If you don't know anything about DirectX, this book will probably be hard to follow. If you do know DirectX then this book will be very easy to follow. What isn't in comments is explained enough (in my opinion) in the paragraphs preceding each class and method. If you are still having trouble understanding this book then I would recommend reading an 'Introduction to DirectX' book, not an 'Introduction to Game Engine Design USING DirectX' book. All in all, this book was extremely worth it. The author definitely has experience in this field. The book's title may be deceiving to some, if you only read the first and last couple words and skip the 5 words in the middle. The previous reviews were incorrect about this book. If you have a little bit of understanding of DirectX, and would like to see how to implement some elements of a game, like the ones i mentioned previously(and there are more than that), then definitely buy this book.
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