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Product details

File Size: 9841 KB

Print Length: 432 pages

Publisher: Packt Publishing (January 20, 2014)

Publication Date: January 20, 2014

Sold by: Amazon Digital Services LLC

Language: English

ASIN: B00HYQFGYI

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Amazon Best Sellers Rank:

#1,245,773 Paid in Kindle Store (See Top 100 Paid in Kindle Store)

I was able to render images in hardware in 1 week from knowing nothing about direct x/SharpDX

I am currently in chapter two, and have perhaps 8 hours invested in this book, working through the text and studying the accompanying code. I will revise my review (and opinion) as I progress further through the book.The gist of the book feels like its tagline should be "Learn DirectX, if you already know DirectX", to which point one must ask, why do i need the book? That sounds harsh, and perhaps is a little, i am finding value, but it is requiring far more digging than I'd have expected. The book feels as though the author was cornered into a very tight schedule, and the editor hacked the book into disjointed pieces.I give 3 stars as it has value, but with some polishing the transfer of knowledge would have been much smoother to a broad audience.note: prior to even reading the preface, I hand marked all errata available against the book (3 grammatical errors. :\)Chapter 1:Reasonably easy to follow, about 2 hours of study. It starts out with a brief description of what everything is, and then implements it, and then explains what each line meant. I liked this chapter overall.Errors/Omissions:P42, PresentFlags.RestrictToOutput is not present in DX11.0, I used ".Restart" instead and looked at the output, similar effect to the author's intent.Chapter 2:This chapter seems very disjointed, and disappointing. First, the code examples in the book are of the nature:public class D3DApp : D3DApplicationDesktop{ public PrimativesApp (Form window) : base(window) {}...}two things bugged me, one the constructor wasn't name correctly in print, and two, the '...', There is a lot of dot dot dot in this chapter, and for good reason, the chapter implements a Common library with all kinds of goodies. But the ... kills me in that when i compare my code I'm writing to the example, the first example has jumped to ~300 lines of code. Its more or less left unexplained. The chapter then jumps to disposal and re initialization of COM objects for window resizing, to which point i start wondering, where is my triangle on the screen?side note: After a few hours of frustration (error: "Copy" returns with -1), I discovered the CH2+ projects only open if run via the .SLN file at the top level of the demo code & Right click -> Set as start up project to get your specific project. probably my fault for not noticing the sln file till then.To help you gage how relevant my review is for you, this is my background/motivation:I have no prior experience with DirectX, or OpenGL. I purchased this book as well as Computer Graphics 3rd ed. (quickly learned that was not a self-study book) in order to teach myself 3D Graphics. I do understand matrix math pretty well, used MATLAB extensively in college to that end (physics/Engineering projects).My level of experience is lambdas make me feel squirmy on the inside, but i can work my way through them. (~1 yr of hobby programming)

Chapter 'Initializing a DirectX 11.1/11.2 device and swapchain' code sample indicates thisusing Device1 = SharpDX.Direct3D11.Device1;I've been using the SharpDX.Direct3D11 nuget package instead of downloading binaries and this type is missing.Am I doing something wrong? How could I fix this problem? Books does not explains anything about NuGet packages usage.

As a basic introduction to how DirectX 11 usage, this book seems great so far. I've used previous versions of DirectX, so I can't comment on how clear it would be for a complete beginner, but for someone who already knows the basics it was certainly very easy to follow. And it does a great job of explaining advanced fundamentals, touching on most topics you'll need to understand as a DirectX programmer, which is great. You'll find information on the latest 11.1 and 11.2 interfaces as well, in case you want to target Windows 8-only features.That said, past the first few chapters (which describe both the native interfaces and the C# interfaces), the book focuses almost entirely on C#/.NET examples.As a developer who has avoided using managed code in games, this is not the way I'd personally prefer to see my examples. On the other hand, C# examples are almost always cleaner than the equivalent C/C++ code would have been, just due to the overhead of the native COM interfaces.Overall it seems like a great buy if you're looking to update your skills to cover the latest DirectX technologies.

The whole book contains a lot of recipes but I do not know it this was a best solution and form. For instance the first two chapters take almost 90 pages of the book and they introduce to the framework and DirectX. The recipes included in those chapters create a steps in huge tutorial. I would prefer much loose style of a recipe. Still the chapters have good quality.When we finish the introduction then we are able to get more interesting topics. Basically all you need to know in modern graphics programming is here! Decent number of examples, codes, pictures, diagrams is another advantage. Probably most of people should understand the content and be able to implement examples on their own.We have topics about loading meshes (from FBX files converted to CMO).There is also a great and very detailed chapter about skinning and mesh animations. Another worth to mention topics are about Displacement and Normal Mapping - plus Hardware Tessellation as a background topic for that.Chapter regarding Image Processing seems to be a standard in all GFX books but this time I was happy to see all the techniques using Compute Shaders. Incorporated with lots of examples and diagrams should be easy to understand.After reading the chapter about Physics readers will be able to implement nice looking water and use Bullet physics.There is also an interesting chapter about deferred context in D3D. It seems that they are powerful, but everyone expected that this technique will provide more performance improvements. As a background examples for deferred context there are recipes about rendering environment maps.The last two chapters describe Deferred rendering and how to connect D3D with Xaml and Windows 8.1.A lot of knowledge + interesting topics + good execution.Worth buying!

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