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GRAPHICS AND MULTIMEDIA BOOKS
Posted in Graphics and Multimedia (Monday, September 8, 2008)
Written by Peter Walsh. By Wordware Publishing, Inc..
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5 comments about Advanced 3D Game Programming with DirectX 9 (Wordware Game Developer's Library).
- "Advanced 3D Game Programming with DirectX 9.0" by Peter Walsh covers a broad range of subjects critical to making games: graphics, artificial intelligence, networking, and mathematics. Priced at just under $60, the book contains eleven chapters that span approximately 520 pages.
The first chapter, "Windows" describes how to create a window and respond to some of the common Windows messaging events. The chapter defines several custom classes that loosely resemble code created by Visual Studio's workspace wizard but cleaner and in a Win32 flavor. These classes form the framework for a generic Windows game. The next three chapters (Getting Started with DirectX, DirectInput, and DirectSound) show how to compile and link DirectX with your application and initialize two of the sub-systems found in DirectX, DirectSound and DirectInput. The sub-systems are briefly highlighted and wrapper classes are given to simplify their usage. The DirectInput and DirectSound chapters focus on initialization of each system rather than exploring the more sophisticated uses of each system like force feedback or dynamic audio mixing. Chapters on 3D math, artificial intelligence, and networking follow. The math chapter provides basic math definitions like the dot and cross products as well as container classes for vectors and matrices. The AI chapter is brief. Readers seeking to gain a deeper understanding should read the chapter in conjunction with a decent college text that describes fundamental search routines like A* or Djkstra's algorithm. Lastly, the networking chapter relies on WinSock without mentioning DirectPlay. Classes are provided to encapsulate the network layer of a game. While all three chapters are essential to game programming, none adequately covered the complexity and nuances of each subject given the space provided. The remaining chapters presented in the last fifth of the book discuss rendering and are easily the highpoint of the text. Walsh attempts to detail advanced topics like multi-texture and multi-pass rendering using the fixed function pipeline. Yet despite featuring DirectX 9.0, many of the new SDK features were missing from the text such as vertex and pixel shaders, displacement maps, or the two-sided stencil mode. Beginning with lighting and fog parameters, Walsh explores several sophisticated graphics techniques including the mathematics of animation, subdivision of surfaces, radiosity, and progressive meshes. Then, examples of multi-pass texture mapping (light maps, environment maps, and glow maps) are provided to illustrate various DirectX render states. Last, Walsh discusses scene management to assist in reducing the number of objects drawn per frame by using portals to test visibility and octrees. For the price of the book, a companion CD containing the source code would have been beneficial. When I downloaded the sample code to try them out, three of the four examples crashed because DirectX device wasn't successfully initialized when rendering began on my GeForce4. Since the examples executed in full-screen mode, the computer needed to be rebooted. Additionally, the sample code contained a couple C/C++ techniques that are not commonly found in game development: exceptions and nameless unions. Support for exceptions can add to the size of a program and slow its execution speed while unions hinder portability and create potential memory alignment issues that are compiler dependant. I found the book's title at odds with the subject matter. Generally, Walsh provided an overview of the basic theory, API calls, and usage. When more details would help clarify understanding of a point, the reader was often referred to the DirectX SDK help. As an experienced developer, I found very little of value in this book. While Walsh attempts to cover a broad spectrum of subjects, none of the topics are adequately explored leaving the seasoned reader with nothing but an unsatisfying overview and possibly a reference to the SDK help file.
- I bought this book to advance from what I've learned with Microsoft samples and tutorials. The book introduces basic concepts in the first few chapters then did not provide any concrete examples or explanations. It doesn't even offer any examples on how to create a simple geometry in DX!! The coding style is so different from what MS offered that I had a hard time adapting. On contrary to the misleading title "Advanced 3D Game Programming...", it strays off and attempt to cover DirectPlay, DirectSound, 3D Math, AI(even!), and DirectInput in short chapters instead of focusing on D3D in-depth.
To make the long story short, I'm back on Amazon looking for a decent book and revisiting Microsoft tutorials during the wait. Don't make the mistake of buying this book. I totally agree with everyone else's reviews! If only I checked the reviews on Amazon first :(
- I only rate this one star because I cannot rate it no stars.
I don't know why they bother updating this book everytime a new version of DirectX comes out. It sucks everytime. What they should do is throw out everything they have and start over.
- Because it covers all principal topics on game programming in a straight to the point way and with C++ code, makes it a practical book for learning fast and concise. it is possible to develop an application in less than a semester. I recommend it to students and people who prefer reading a book than the DX API documentation from the screen. Hope to see "Advanced 3D Game programming with DX10" someday (anyway it should be called "Intermediate" instead of "Advanced")
- For the most part of this book, its trying to fill its 500 pages with images and function references that are essentially a copy/paste from the freely available DirectX SDK. The book's content is either SDK material or completely basic stuff. Even the introductory books that I have read are far more advanced than this one.
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Posted in Graphics and Multimedia (Monday, September 8, 2008)
Written by Sergei Savchenko. By Sams.
The regular list price is $49.99.
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5 comments about 3D Graphics Programming: Games & Beyond.
- A clean & simple look into the field of computer graphics, without the use of complex examples & arcane solutions. This book is by far the best I have read in the field of general graphics programming. The topics flow together in a logical manner that actually makes sense. The examples are applied solutions rather than the theological stuff you find in most other books. The straightforward style make it ideal to the beginner, yet it still contains lots of little tricks for the more advanced. A real gem.
- This is a great book. It is for beginners. It assumes some math background. And is discusses the fundamental concepts that apply to graphics development in a platform independent manner. However, there is a great implementation of a game engine (3dgpl) that supports multiple platforms, so you can see the concepts at work. I love it. After this book, I plan on reading a few more advanced books on game development, OpenGL and DirectX. This book is where to start.
- This book is a great value -- it covers quite a bit of ground in a thin, relatively inexpensive book. While lacking the visual appeal and beautiful color foils of Foley and Van Dam's massive work, this book provides lots of valuable information.
- This is an exlenet book if u starting out with computer graphics. It takes you through the basic principles of CG and rasterezation of primitives and only than goes into 3d. But if you are looking for some cool GI and NURBS programming techniques this isn't the book for you. This book does it's job well
- I don't know about this book. I has a CD with it, but I've bearly used it in 4 years. Some reviewers love it. It is definitely not fluff. Lots of math, and well written. BUT it's about OpenGL and a bit about Direct3D. BUT I've found gaming coding books which are much more readable, 10x more useful at the same price (see any of Andre' LeMothe's books.
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Posted in Graphics and Multimedia (Monday, September 8, 2008)
Written by Oswald Campesato. By Charles River Media.
The regular list price is $49.95.
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1 comments about Java Graphics Programming Library: Concepts to Source Code (with CD-ROM) (Advances in Computer Graphics and Game Development Series).
- I bought this book and ended up pulling my hair. An interesting subject has been reduced to utter banality. The title of the book says its a library of graphics routines but for whom? The animations that this book contains are the once that 6th grade students can code these days. The treatment of the subject at best can be described as shoddy.
Advice : Don't get fooled by the glossy cover.
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Posted in Graphics and Multimedia (Monday, September 8, 2008)
Written by F.SALG?. By Taylor & Francis.
The regular list price is $93.95.
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No comments about Spatial Analytical Perspectives On GIS.
Posted in Graphics and Multimedia (Monday, September 8, 2008)
Written by Mickey Williams. By Sams Publishing.
The regular list price is $25.00.
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5 comments about Essential Visual C++4 (Essential Series).
- i bought this book because this was the cheapest, but what a mistake! it's not a book to learn about C++. it's a one to learn how to use a particular software called visual C++ assuming you are well-versed in C++ language.
- Unless like other books , this book book contains the essentials and what is needed to learn with respect to practicing programmers.I am a professional C-programmer and know C++ in general. I learnt quickly vc++ after reading this book. Now I can able to work in VC++ projects.
- I think that the book should have explained more in detail. The book is for people who is advanced with C and knows a little about C++. Not for absolute beginners! The MFC tutorials are ok, it gives you only the basics though. I think the author could have done a lot better job, I think I could even explain it better.
- Big on descriptions, but low on examples, and even lower on linking together the different parts of MFC you have to hook together to get an application of any complexity runnng. Find something else
- If you know a bit about MFC developement and Visual C++, but need a handy reference on how to use a particular control or feature, this is the book to have. Small, concentrated chapters that cover independent topics concisely. Excellent book, IMHO. (Wish he'd update for v6.0 of the compiler!)
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Posted in Graphics and Multimedia (Monday, September 8, 2008)
Written by Libby Hughes. By Backinprint.com.
The regular list price is $9.95.
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No comments about West Point.
Posted in Graphics and Multimedia (Monday, September 8, 2008)
Written by Leonard Everett Fisher. By Atheneum.
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No comments about Prince Henry the Navigator.
Posted in Graphics and Multimedia (Monday, September 8, 2008)
Written by Ron Fosner. By Morgan Kaufmann.
The regular list price is $69.95.
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5 comments about Real-Time Shader Programming (The Morgan Kaufmann Series in Computer Graphics).
- The first half of this book was on basic computer graphics. The second half wasn't much more than a rewrite of Microsofts DirectX documentation. There were only a few pages of shader techniques that I found useful.
- If you know very little about DirectX 8 or 9 shader programming this book is an excellent introduction. It is low level assembly only, no Cg or HLSL, but in my opinion you need to know the assembly programming to ensure the best performance of your shaders. The introductory material is good, covering basic things you should know, ambient, diffuse, specular, and Fresnel equations. The second section builds working shaders implementing these basic concepts. The third section is a shader assembler reference. IMO this book is well written and an easy read.
- In "Real-Time Shader Programming", Ron Fosner describes the essential elements necessary for developing shaders in a very approachable full color book that spans just over 400 pages. The book includes a CD with a beta version ATI's RenderMonkey and coded examples of many of the shaders discussed in the text.
Shaders are a relatively new option in the rendering pipeline. By taking explicit control over how vertices and pixels are processed by the graphics hardware, a virtually unlimited number of special effects are available to the programmer. Generally, custom lighting, coloring, or texture mapping are used to create a unique look for an application. Beginning with elementary vector math, the book moves quickly into lighting theory. The lighting chapter highlights the mathematical approximation of physically based lighting using the traditional ambient, specular, diffuse, and emissive colors in a scene. Representations for reflection and refraction are derived from Snell's Law, and Fresnel equations. Finally, non-photo realistic rendering (from cel shading, tonal art maps, and hatching) is covered through pictures and a wealth of external references. The chapter makes for an enjoyable read by providing an understandable background to lighting techniques to non-seasoned graphics programmers. Fosner describes how to set up the DirectX pipeline to use shaders. While he touches on some of the nuances you're likely to encounter, the DirectX section seemed a bit sparse compared to the earlier chapters. The DirectX setup calls specific to shaders were well documented, however the chapter didn't dwell on creating the pipeline. In the subsequent chapter, Fosner discusses several current shader creation and visualization tools. The chapter is relatively short in length perhaps due in part to the volatility and newness of cutting edge shader tools. While high level shader tools, like Nvidia's Cg or Microsoft's High Level Shader Language were briefly mentioned, the book instead focused on the shader language primitives. As such, it provided a sound fundamental shader approach that is universal to all higher-level shader implementations. Having the groundwork firmly in place, Fosner provides a wealth of shader examples. Starting with the minimal vertex shader, additional functionality is layered to build more complex shaders. Sample shaders are developed using the lighting equations presented earlier. While it may take a little time to digest some of the more sophisticated examples, like the cartoon shader, the text provides adequate descriptive detail coupled with helpful color pictures to make it easier. The final chapter provides a vertex and pixel command reference. Each command describes the supported shader version, usage, and a short example. The book covers shader implementations for both DirectX 8.x and DirectX 9. Differences between the two versions are noted throughout the sample code and reference section. When appropriate, additional notes on specific DirectX versions are also provided. Fosner does a good job of providing references throughout the book for further information on a subject. While having familiarity with the rendering pipeline, I found this book very approachable and easy to understand despite not being a low-level graphics programmer. The writing and companion tools provided challenged me to explore the world of shaders and attempt to write some of my own. The tools were a great aid, since it alleviated me from having to write my own engine, and instead focus on the actual shader code. Writing in pseudo-assembly may not seem like fun, but it was - especially when you could experiment with one of the pre-coded routines Fosner supplied and view the results of a vertex or pixel shader routine through RenderMonkey instantly. Shaders will play an increasingly important role in game development as they allow immense visual flexibility with which to create a unique appearance. Fosner's book presents the introductory groundwork necessary for developing custom shaders. For programmers who are new to shaders or want to experiment with different rendering effects, this book is a great place to start.
- Although some of the content is interesting, if feels like it lacks organization and structure. In addition, half the book is a shader reference which seems to almost be ripped from the Microsoft DirectX documentation
- This book was designed to fill a gap caused by the paradigm shift of going from the fixed-function pipeline found in Direct3D and OpenGL to programming shaders. This book is not a collection of shaders. Instead it explains exactly how shaders work so you can go about creating your own. The first part of the book goes into detail of the mathematics of shading and lighting in an effort to illustrate how a shader can be written. The book does contain shaders, though these tend to be basic building blocks, not complete, focused shaders.
For example, the author discusses the diffuse vs. specular vs. ambient vs. emissive lighting equations and shows how you can use variations of these particular equations to mix and match to get different effects. Creating shaders isn't a cut and paste operation - it's a creative artistic endeavor, and this book gives you the tools and the theoretical knowledge to understand how to create your own. It's not chock full of creative tricks, though there are a few useful ones. It's more an examination of the basic building blocks of shader writing.
The book is focused at both the beginning 3D graphics programmer/artist and the advanced. There's a short section on introductory 3D math such as vertices, points, elementary 3D graphics math, followed by a lengthy chapter on the mathematics of lighting and shading. The book does a good job of explaining the difference between pixel and vertex shading.
Next is a chapter devoted to setting-up Direct3D to use shaders including vertex streams. There's a short chapter on current shader resources that can be found on-line including a tool that the author wrote for the book that illustrates the different methods of handling color over-saturation.
The chapter entitled "shader buffet" is a collection of various shader programs all included on the CD that illustrate the basics of shader writing and how to code various variations of a theme - Phong specular lighting vs. Blinn specular for example. The final chapter is the DirectX8/DirectX9 shader reference for low-level shader language. The high level language is not covered in this book. The book is full-color throughout, so when the book talks about an effect, it's followed immediately by an image representation.
I gave the book three stars because although well-written, I thought that the mathematics was too elementary for someone who was already into computer graphics to the point that they were ready to tackle writing shaders. Also, I thought that the reference section for the low-level shading language took up space that could have been used for further instruction. However, the material on how to write your own shaders was unique information that is hard to find in the cut and paste books on shaders that are currently in print. Thus it is a worthwhile read, even if it is somewhat expensive for what you are ultimately getting.
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Posted in Graphics and Multimedia (Monday, September 8, 2008)
Written by Marcia S. Gresko. By Blackbirch Press.
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No comments about World of Communities - Student Text (paperback edition) (World of Communities).
Posted in Graphics and Multimedia (Monday, September 8, 2008)
Written by John Edwards. By Nelson Thornes Ltd.
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No comments about The New Wider World.
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Advanced 3D Game Programming with DirectX 9 (Wordware Game Developer's Library)
3D Graphics Programming: Games & Beyond
Java Graphics Programming Library: Concepts to Source Code (with CD-ROM) (Advances in Computer Graphics and Game Development Series)
Spatial Analytical Perspectives On GIS
Essential Visual C++4 (Essential Series)
West Point
Prince Henry the Navigator
Real-Time Shader Programming (The Morgan Kaufmann Series in Computer Graphics)
World of Communities - Student Text (paperback edition) (World of Communities)
The New Wider World
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