Inside Direct3D

Overview

As Windows"R" becomes a widely accepted platform for popular games, its 3D class libraries continue to gain in popularity with developers. INSIDE DIRECT3D"R" provides the lowdown on Direct3D from a respected writer with solid connections inside the Microsoft Direct3D development group. Last year he wrote INSIDE DIRECTX"R," which included coverage of Direct3D Retain Mode. Here he writes exclusively about Direct3D Immediate Mode. This title is a long-awaited, well-paced walk through the Direct3D APIs, with emphasis...

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Overview

As Windows"R" becomes a widely accepted platform for popular games, its 3D class libraries continue to gain in popularity with developers. INSIDE DIRECT3D"R" provides the lowdown on Direct3D from a respected writer with solid connections inside the Microsoft Direct3D development group. Last year he wrote INSIDE DIRECTX"R," which included coverage of Direct3D Retain Mode. Here he writes exclusively about Direct3D Immediate Mode. This title is a long-awaited, well-paced walk through the Direct3D APIs, with emphasis on a few large code samples. It includes the Direct3D 6.0 SDK. It's ideal for games programmers who need to learn about this technology, and also for non-game programmers who went to add real-time 3D effects and navigation to a Windows application UI.

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Editorial Reviews

From Barnes & Noble
The Barnes & Noble Review
If you're a Windows game developer interested in 3D, here are two reasons you'll find Inside Direct3D especially valuable: First, it demonstrates how to create a complete game, not just tiny fragments — integrating Direct3D with the rest of DirectX to build a complete (and quite cool) game. Second, it focusing on the Direct3D Immediate Mode API — which is far more challenging, but also far more efficient than the alternative, Direct3D Retained Mode. This is information that's tough to find. In fact, many advanced developers, upon figuring it out, choose to keep the knowledge to themselves, as a proprietary competitive advantage. But it's here — along with a barrelful of code, modeling tools, the official DirectX 7 SDK, and more.

As you build your game, you'll master writing the code to handle both windowed and full-screen functionality; create complex 3D worlds containing streets and fields; add 3D objects to your scenes, and color and texture them; add animated characters, music and sound; integrate keyboard, joystick, and mouse input; add fog, alpha blending, and more. There's even a chapter on adding networked play with Microsoft's DirectPlay.

Whether you're building a Windows game, simulation, or virtual reality product, Inside Direct3D contains all the Direct3D wizardry you're looking for.


bncom editor

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Product Details

  • ISBN-13: 9780735606135
  • Publisher: Microsoft Press
  • Publication date: 4/1/2000
  • Series: Microsoft Programming Series
  • Edition description: BK&CD ROM
  • Pages: 500
  • Product dimensions: 7.42 (w) x 9.19 (h) x 1.27 (d)

Meet the Author

Jeffrey Richter is a cofounder of Wintellect (www.wintellect.com)-a training, debugging, and consulting firm dedicated to helping companies build better software faster. He is the author of the previous editions of this book, Windows via C/C++, and several other Windows®-related programming books. Jeffrey has been consulting with the Microsoft® .NET Framework team since October 1999.

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Table of Contents

Chapter 1: DirectX Fundamentals ..... 1
Chapter 2: Windows Code for Direct3D Programs ..... 11
Chapter 3: Setting Up DirectDraw for a Direct3D Program ..... 35
Chapter 4: Direct3D for DirectX Applications ..... 77
Chapter 5: Direct3D Vertices and the Transformation and Lighting Pipeline ..... 103
Chapter 6: Rendering 3D Primitives ..... 141
Chapter 7: Keyboard and Joystick Input ..... 179
Chapter 8: Texturing ..... 215
Chapter 9: Fog ..... 265
Chapter 10: Alpha Blending ..... 283
Chapter 11: Light Mapping and Environment Mapping ..... 299
Chapter 12: Stencil Buffers ..... 315
Chapter 13: Loading and Animating 3D Models ..... 331
Chapter 14: Optimizing a Direct3D Application ..... 343
Chapter 15: Integrating DirectPlay ..... 351
Chapter 16: Conclusion ..... 407
Index
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Sort by: Showing all of 4 Customer Reviews
  • Anonymous

    Posted September 15, 2008

    great

    a great source, but considering I am good friends with Peter, and he is teaching me about 3d studio max personally, i don't use this book very often.

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  • Anonymous

    Posted December 9, 2000

    Bad Book

    There are no examples. It doesnt teaches you the why's. It gives you a one paragraph intro on topics and expects you to be king of the ring on that topic then.

    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted November 6, 2000

    A Good Book Overall

    I would give this book 3 stars, but since there really is no other book in the field that is better than this one, I think it deserves 4 stars. The book is hard to understand at first, but once you begin to understand the information, the book makes good sense. The author does a good enough job of explaining the information (even though it takes awhile to absorb) but the book lacks any good example. You cannot see any fully explained sample program texts. In the end, if your just starting out on 3d programming this book will do but would never be as good as a professor teaching you (well that depends on some professors). But if your not that knew to 3D programming, this book would probably make perfect sense.

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  • Anonymous

    Posted February 29, 2000

    not yet released, but this author does relate to real games well

    I would expect a good coverage of direct3d and some very good demos to go with it.

    Was this review helpful? Yes  No   Report this review
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