Jumat, 01 Februari 2013

[Y779.Ebook] PDF Ebook Managed DirectX 9 Kick Start: Graphics and Game Programming, by Tom Miller

PDF Ebook Managed DirectX 9 Kick Start: Graphics and Game Programming, by Tom Miller

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Managed DirectX 9 Kick Start: Graphics and Game Programming, by Tom Miller

Managed DirectX 9 Kick Start: Graphics and Game Programming, by Tom Miller



Managed DirectX 9 Kick Start: Graphics and Game Programming, by Tom Miller

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Managed DirectX 9 Kick Start: Graphics and Game Programming, by Tom Miller

Managed DirectX was released with the latest version of the core DirectX libraries in DirectX9. It enables developers using the new .NET languages (i.e. C#, VB.NET, etc.) to develop rich multimedia applications with DirectX. Unfortunately the Managed DirectX runtime was released without adequate documentation, and developers are having a hard time figuring out the best way to write managed applications. This book covers how to use the Managed DirectX objects, how they differ from the core DirectX libraries, and how to create these rich multimedia applications in C#. It also covers in depth graphics techniques and the new high-level shader language shipping with DirectX9.

  • Sales Rank: #2971760 in Books
  • Published on: 2003-11-03
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.70" h x 1.02" w x 7.96" l, 1.62 pounds
  • Binding: Paperback
  • 432 pages

About the Author

Tom Miller is the development lead for Managed DirectX, as well as the designer of the API. He has worked on the DirectX team for the last four years, including the SDK team writing samples, as well as the DirectX for Visual Basic team. Previously at Microsoft, he worked on the Visual Basic and Office teams.

Most helpful customer reviews

2 of 2 people found the following review helpful.
Missing Important Building Blocks
By Musical Engineer
I got this book because I wanted to learn to use DirectX with C# in a managed-code environment - exactly what this book attempts to address.
Unfortunately, my progress has been hampered from missing blocks of text in both the prose and code samples. The author introduces topics and moves on without completing them.
For example in Chapter 1, page 16, he introduces a prototype for a "public static Microsoft.DirectX.Matrix PerspectiveFovLH(...)" method. He explains the parameter list, and then moves on. On the next page, he gives a SetupCamera method which calls the aforementioned PerspectiveFovLH method and declares on page 18 that "we've got our triangle drawn now." Only we don't. The body of that function never got filled in. I didn't get past the next page before encountering a similar case.

The other problem may be a question of versioning, but there are frequent invocations of "Set[Something]" methods, such as a CustomerVertex.Positioned.SetPosition method, which doesn't actually exist in my environment. (Granted, I am using Framework 2.0 and not 1.1, also Visual Studio 2005 rather than 2003, but deprecated methods are usually supported for backwards compatibility. So, was it ever really there?) I managed to get around this by simpling assigning a value to the Position property.

Perhaps I could navigate a few typos and errors if the writing were more straightforward, but it doesn't help that the author's pedagogical approach is to confuse the reader with a few examples of code that doesn't work and then to say "let's examine why." The facts of how the methods and concepts are supposed to work need to be stated plainly from the outset.

Last but not least, I am left to languish in my frustration, because no means of contacting the author has been provided.

8 of 8 people found the following review helpful.
So much info my brain hurts, in a good way.
By James D. Peckham
Background: No professional programming experience, but i wrote MUDs in the late 90s. I learned C++ at a junior college. 4 classes of C++, analysis and design, discrete math, calculus, and a class of java. (and some other unrelated stuff)

I will recommend reading Ron Pentons MDX book before this one... it's much simpler (even though his sprite implementation is from dx 9.0b and won't compile... but learning how to fix it is good for you :P)

Tom does a great job of leaving out all of the baby stuff (like how to set up your IDE, install DX, etc etc.) and goes right into the meat and potatoes. So, for people who get bored too fast skipping simple concepts... this book is great for you.

I recommend getting this book, reading each chapter twice, then printing the sample code and hand typing it (don't let intellisense do the work). You'll quickly memorize the methods in MDX that way. Then read the chapter a third time to recap what you just did.

Hope you all enjoy learning as I have.

31 of 32 people found the following review helpful.
This explains more in less time than all the other DX9 books
By Markus Egger
This book truely is what it claims to be: A kickstart! It moves fast and may give people who are not familiar with Visual Studio .NET a hard time keeping up. But this is what I really liked about this book! You want to learn how to program? Find a different book! You want to get into DirectX development? Look no further!
Just the first chapter explains more than practically any other book about Managed DirectX I have read. Sure, it doesn't have all the long and ellaborate explanations some of the other books have. But for some reason, I still felt like a had a better understanding of how to do things the 'right way' after reading this book. This may have to do with the fact that the author of the book is also the author of the API.
The book covers a lot of ground. Most of the chapters deal with Direct3D (which is what I was interested in), although the author does touch on other subjects such as DirectInput. The pace is fast and the author covers the whole range from primitive drawing techniques to using higher level concepts, such as meshes, and eve the HLSL (high level shader language), which many would consider an advanced topic. Well, I do anyway... ;-)
The book doesn't just provide shallow introductions. In fact, the author doesn't even shy away from topics such as skeletal anomation of meshes, or writing pixel and vertex shaders to create specular highlights and per-pixel lighting effects.
Well done! This book will explain a lot, and it does so quickly. However, if you have no experience with 3d graphics at all, you may want to follow up with another book, such as 'Introduction to 3D Game Programming with DX9' by Frank D. Luna, which will give you a good understanding of related topics, such as a lot of the underlying math used for matrix transformation and vector mechanics. This can be done as a second step though, since this book does not require knowledge of these things, as it uses functions provided by the Managed API for practically everything it does.
As we are starting do work more with 3d graphics as a company, I have a need to get team members up to speed on the subject matter. This is the book I recommended they all read...

See all 42 customer reviews...

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