3D Books
Related Subjects: VRML 3DS DXF AC3D ASE
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Used price: $15.00

UselessReview Date: 2007-05-11
Excellent textbook for a short courseReview Date: 2004-08-21
A minimal update of the DirectX 7.0 editionReview Date: 2004-05-13
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.
Save your money and buy something elseReview Date: 2004-07-13
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.
Confusing, unfocused, incompleteReview Date: 2004-06-28
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 :(

Used price: $0.47

Good book for character aminationReview Date: 2003-06-08
Great learning tool.Review Date: 1998-12-04
Almost as bad as the Plug-ins Book by the same companyReview Date: 1998-10-29
too oldReview Date: 1998-08-24
Good character animation book, but a bad MAX book...Review Date: 1998-12-22

Used price: $0.46

this bookReview Date: 1999-05-02
Not very user friendlyReview Date: 1997-12-08
Missing cd romReview Date: 2003-12-04
I received book on 12-3-03.
The book was suppose to have the cd unopened.
The cd was missing.
Shipped by : damonsmyers@cox.net
Harold Scogin
1783 cord 53
Wadley, Al 36276
Good tutorialsReview Date: 2003-06-08
Doesn't Fullfill ExpectationsReview Date: 1997-11-20

Used price: $18.10

Review of 23 June 2007Review Date: 2007-06-23
Enriching virtual content: a very good referenceReview Date: 2007-03-13
If you are completely new to Virtools and you are looking for a manual, then this may not be the appropriate book. However, if your goal is to produce rich experiences with a strong cinematographic feel, it's an ideal read. Gauthier often links virtual worlds to cinema, a natural connection; if you want to push your virtual content futher, some tricks of the 7th art trade are totally appropriate.
I'd recommend this to anyone willing to push the quality of an installation, or looking forward to adding lots of depth in a virtual experience.
Disappointed and frustratedReview Date: 2006-04-01
There is no logical explanation of how building blocks work (building blocks are what the pre-written scripts in Virtools are called) but merely poor direction of how to click and drag building blocks and press play. Most of the information about Virtools in this book you will be able to find in the Help menu from the software itself. There are very few (if there is any) new ideas and they are confusing and I get lost even by following the "step by step" instruction. I was doubting myself not following the tutorials correctly so I passed the book to one of my friends who is a 3D guru - and he has trouble to get things work following the tutorials in this book as well. Again: errors!!!
I'm very disappointed and frustrated.
Misleading titleReview Date: 2005-12-31
By the way, Virtools Dev used to cost $5,000. Unfortunately, they doubled the price to $10,000 this year, but from what I could find on Internet forums, there was no reason for the increase. The software wasn't vastly improved or anything.
And if you actually create a game using Virtools Dev, you have to pay them a percentage of you profit. There are other hidden charges too, such as add-ons, that you would need.
Therefore, I wasted my money on this book, but maybe this review will save yours.
Not what I needed.Review Date: 2005-10-21
There are plenty of demo files on the disc but very little discussion of what is going on. What I was hoping for was detail on how building blocks were selected, why they are connected the way they are, how they interact, etc. Instead the demo files are completed with little comment in the book. The instructions that are there are more of the "Drag this there. Then drag this there. Now press play." I find little insight in this method which is why I'd hoped for something more.
Many of the files on the CD are missing or not named the same as in the book. Some files that are to be downloaded from the Web were unavailable.
Also, there is quite a bit of content dedicated to creating your assets with Maya. That may be of interest to some, but I'm just in need of learning Virtools. Hence that material is of no assistance.
It is a dissapointment, but remains the only book available.

Used price: $9.00

It's an okay beginner's guide, but by no means the "definitive" guide. Review Date: 2006-07-20
The discussion of 3D mathematics was abysmal, a lot of the actual math isn't really shown, but how to use the D3DX helper functions are. Worst of all, Thorn didn't show us how to multiply matrices -- LUDICROUS! If anyone wants to be a professional graphics programmer, implementing and developing new algorithms, they're going to need to get to grips with the, sometimes grueling, mathematics.
The discussion of 3D concepts is okay, but it's all extremely basic. I was able to get a very simple, fixed-function game engine running using this book as a reference for some of the API functions, but if you want to make more cutting edge graphics programs, you need pixel shaders to do that.
If you can get this book used and dirt cheap, then it'll be a decent intro to Direct3D, but I suggest you pick up either Wolfgang Engel's Beginning Direct3D Game Programming and/or Frank Luna's book -- both of which introduce pixel/vertex shaders.
After you read the forementioned, "Programming Vertex And Pixel Shaders" by Wolfgang Engel will be most useful, as well as the ShaderX series (also edited by Engel).
This is the best direct3d book ?Review Date: 2005-09-23
reviews. But this is a seriously flawed book. Important topics
like depth, culling, block bit transfers, and any discussion of
shadows and reflections are completely missing.
The book style is quirky, it starts like a users guide, with
installation instructions for directX, then launches into a
feature by feature discussion with virtually no overview material
about what 3d drawing means, and what we are trying to accomplish.
Further, the author starts with an example of how to write a
message loop that POLLS for messages instead of releases control
to get them "because we need all the time we can get for the
game". This is an amateur hour stunt that is the reason some
apps bog down the system in Windows. Its totally unecessary,
you can use timers to make sure you get program time from the
system WHEN APPROPRIATE, not continuously WASTING CPU time.
DON'T use this technique !
I'm sorry to say that I have not found a professional, readable
high level book on Direct3d yet. This is in contrast to the
excellent books available for OpenGL. Sad.
Overview and that's allReview Date: 2005-10-15
author is only giving a small extract of the programming code
which would be hard for someone to pick up without being more
familiar with DirectX structure. Not very useful unless you
know some DirectX but then, does not give a lot more info ....
especially for $49 ! Don't waste your money.
good start for direct3d introReview Date: 2005-08-24
Pro:
- It has pretty good chapters on the X file, camera system, and skeletal animation
- I love the DirectX Q&A on the back of appendix which gives a thorough some of the questions you mgiht have ran into but can't find the answers
Con:
- the chapter on materials and lightning could have been expanded more such as giving more samples
- the samples you can downloaded although there are no error in the code but you have to put a little of work to add those files into a new project and compile
Overall, it's a great start for those who wish to learn DirectX 9. I strongly suggest you to download the DirectX9 SDK and read it along with this book. You should have a solid basic foundation of direct3d at the end of this book.
Misleading titleReview Date: 2005-11-04
The first 20 pages are given over to installing DirectX SDK. Complete waste of time for anyone who can read the SDK install doc. The chapter on video playback is pure filler - that is not part of Direct3D and shouldn't be in the book. You would learn just as much D3D by following the free SDK tutorials or some of the excellent (free) Internet tutorials.
To make matters worse, he defines his own linked list class, instead of using the STL std::list. That's always a bad sign in my book.
All in all very poor. Stick with the SDK docs and Internet tutorials.

Used price: $0.01
Collectible price: $29.99

Teach Yourself Visually The Internet and World Wide WebReview Date: 2006-02-28
Excellent book for end userReview Date: 2000-04-26
The Easy way to Learn!Review Date: 2000-05-31
OutdatedReview Date: 2000-04-14
Visual Series - Teach Yourself Internet & World Wide WebReview Date: 2000-03-24
I have found the book helpful in teaching the internet to others. Many times we forget to inform the new learner of the information that is so basic to us.
This book takes them through a complete process. They build thought upon thought. For people who are visual learners, the pictures on the pages are very refreshing to see that one is actually getting the right results from following the written instructions.
I have been working with the internet for years and still refer people back to the Visual Series as the best value for their money.

Used price: $19.98

awful qualityReview Date: 2008-04-20
Aside from the Black and White pagesReview Date: 2007-12-24
quality issuesReview Date: 2007-10-25
Not What I expectedReview Date: 2007-07-14

Used price: $56.68

Not worth itReview Date: 2006-12-04
An excellent insight into game conception and designReview Date: 2002-02-16
If you're looking purely for 'how to program in 3d', you may find that half the book is not what you're looking for: much of it is given over to game storyboarding, character design, marketing etc. But if you're looking for an all-round approach to game design, then this is a great introduction and inspiration.
So SoReview Date: 2005-04-24
Poorly writtenReview Date: 2003-07-21
If you want a book that touches on some of the same principles, take a look at "shockwave 3d" by Jason Wolf. This book was excellent, explained concepts with sufficient detail, and will give you that "That is exactly what i wanted to do, lets do it!" feeling.

Used price: $2.00

Falling short...Review Date: 2006-06-30
I bought this title because I own a few of the author's other works including the 3ds max bible. This was a dissapointment because it fails to provide the information on technical skills while it raises false hopes of earning money from games, if folks use this resource. (Read back of book cover)
The up side to this book is in the overview. It does introduce the information and resources needed for the game industry, and it covers the basic concepts of animation and modeling, but does not mention many important pit falls common to many an aspiring beginner.
A great introduction to 3D game animationReview Date: 2005-07-26
Warning - not usable with Maya PLEReview Date: 2005-12-23
After I bought the book and encountered a problem, Wiley Tech Support replied:
"The issue is not with your operating system or with the text. The issue is that you are using the non-commercial version of Maya, the Personal Learning Edition (PLE). Per the PLE FAQ at the Alias Products site (http://www.alias.com/eng/products-services/maya/maya_ple/faq.shtml#D):>>File Format and Data Input/Output: You cannot write standard Maya software files (.ma, .mb); only the Maya Personal Learning Edition file format (.mp) can be saved; however, you can import standard Maya software files.<< Thus, to fully utilize May along with the book, you would need to own the Maya Complete Edition of the software. We recommend you visit the URL given above and read the FAQ to familiarize yourself with the limitations of the version of the software you have so that you can make the necessary accommodations when reading our book."
A word of warning to potential buyers.

Used price: $0.30

be wary of this authorReview Date: 2002-08-10
reviews that give glowing ratings & heaps of praise on every book they supposedly read are not to be trusted. In all likelyhood that are given a script & a check.
As to this specific book it is incomplete and lacks flow. In the end you will have more questions than answers.
A great deal of value as a refresher and referenceReview Date: 2002-03-26
be wary of this authorReview Date: 2002-08-10
reviews that give glowing ratings & heaps of praise on every book they supposedly read are not to be trusted. In all likelyhood that are given a script & a check.
As to this specific book it is incomplete and lacks flow. In the end you will have more questions than answers.
Related Subjects: VRML 3DS DXF AC3D ASE
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