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Title: Advanced 3D Game Programming with DirectX 9.0 by Peter Walsh, Adrlan Perez ISBN: 1-55622-968-2 Publisher: Wordware Publishing Pub. Date: May, 2003 Format: Paperback Volumes: 1 List Price(USD): $59.95 |
Average Customer Rating: 2.33 (3 reviews)
Rating: 1
Summary: Advanced? No way
Comment: To put it simply, this book sucks. This is not advanced at all. I've wasted enough money and time with it so I won't spend anymore time writing a long review on how bad it is. Trust me, its bad.
Rating: 1
Summary: This book has no direction whatsoever.
Comment: Words cannot explain what I think about this book.
There are most definately better books out there on the topic of Advanced 3D game programming with DirectX 9.0
Rating: 5
Summary: Great book! ...but I would have liked a little more
Comment: I learned programming DirectX 8 months ago just using the SDK, and that created several holes of knowledge on my mind. Now with Advanced 3D Programming with DirectX 9.0, I filled out the missing ideas. This book is clearly explained, and the intro sections could guide a newbie into the field of 3D programming. The code is also easy to understand, and many tables of structures and values where printed on the book, so you don't have to look inside the SDK. Most common fields and values where bolded and explained, making this book useful as a short reference, that's nice. Also, I really enjoyed looking at the pictures on how lighting, texture operations and many other techniques modify the 3D scene. This book is well illustrated.
The main problem I found is that many discussions where skiped because "there isn't enough space on this book", as the authors wrote. For example, I read in the index there was a section about Stencil Buffers. When I opened that page there was a little intro of half a sheet saying that I could use stencils to create real time shadows, and I would get more on the stencil topic later. The mention of this shadow technique made me really interested! But when I got to the real stencil section there was just a title and two lines saying that shadows and mirrors are a nifty use of stencil buffers. I think the authors should have removed some dicussions on old techniques, and placed one or two pages on this topic and others that are modern and advanced. A larger discussion on 3D file formats should also be placed on this book, and should be a must on any other 3D programming book, because not many things for games you can do with dinamically created spheres and boxes. I mean, for game development you need models and animated models, the same as textures with transparency, and those doesn't come from the programmers, but from the artists.
Anyway, IMHO this books is greatly explained, even for newbies. That's why I give 5 stars.
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Title: Real-Time 3D Terrain Engines Using C++ and DirectX 9 (Game Development Series) by Gregory Snook, Greg Snook ISBN: 1584502045 Publisher: Charles River Media Pub. Date: June, 2003 List Price(USD): $49.95 |
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Title: Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization by André LaMothe ISBN: 0672318350 Publisher: SAMS Pub. Date: 02 June, 2003 List Price(USD): $59.99 |
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Title: Game Coding Complete by Mike McShaffry ISBN: 1932111751 Publisher: Paraglyph Publishing Pub. Date: 01 May, 2003 List Price(USD): $39.99 |
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Title: Strategy Game Programming With Directx 9.0 2003 by Todd Barron ISBN: 1556229224 Publisher: Wordware Publishing Pub. Date: July, 2003 List Price(USD): $59.95 |
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Title: Introduction to 3D Game Engine Design Using DirectX 9 and C# by Lynn Thomas Harrison ISBN: 1590590813 Publisher: APress Pub. Date: 20 August, 2003 List Price(USD): $44.99 |
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