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Introduction to 3D Game Engine Design Using DirectX 9 and C#

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Title: Introduction to 3D Game Engine Design Using DirectX 9 and C#
by Lynn Thomas Harrison
ISBN: 1-59059-081-3
Publisher: Apress
Pub. Date: 20 August, 2003
Format: Paperback
Volumes: 1
List Price(USD): $44.99
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Average Customer Rating: 2.2 (15 reviews)

Customer Reviews

Rating: 2
Summary: nice concept but poor direct X instruction
Comment: Obviously Lynn put a lot of work into the application used as the foundation for this book but unfortunate he did not put as much time into the instructional aspect of the application. Perhaps a good book for someone experienced with Direct X programming and who just want to migrate over to C# but not for a Direct X programming novices.

Rating: 4
Summary: Exactly what I want.
Comment: I just browsed the book in a bookstore in California, and decided to order it from Amazon. However, I am very confused over the negative ratings here. I guess, we are all looking for different things, at different levels. I want to model physical objects, like cars, and show how they move in a 3D-world. My idea is that the best way to get a better understanding of cars and the laws of physics in 3 dimensions, is to develop a program for it! I think this is more fun than any other kind of programming. This book will suit me well. Perfect for my level.

Rating: 2
Summary: OK, if you like to study uncommented code
Comment: I didn't expect this book to teach me C# or DirectX, so no worries there.

The book, along with the code that you have to download from apress, shows how to design & code a game engine. Actually, it's pretty weak on the design, since there are NO diagrams, and very little doc in the code, to help me understand what I'm reading. No explanation of relationships between the various objects & classes. What's especially confusing is trying to find methods that are called by the sample code. Is the method in a base class? Do I need to override it? Is it in another object that I have to write...? If there's one thing that might save this book, it would be more diagrams, such as UML.

After reading Chapter 1 and its code (which calls game engine methods but doesn't explain them), I had to download the code and go through it line by line. I wrote out the method calls by hand, and now I finally understand the high-level structure of the engine and the sample game. But that doesn't even include AI, input, lighting, sound, and how game objects are organized inside the engine. I guess I've got my work cut out for me.

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