Best DirectX Software Programming Books
If you are programming real-time 3D applications for siumlations, games, marketing, demonstrations or computer-animated videos using Microsoft's Direct3D Software Development Kit.
1. New York City SHSAT: 1,200+ Practice Questions
Author: by The Tutorverse
Published at: The Tutorverse LLC (February 13, 2020)
Live Online Classes & Self-Paced Videos! Not sure how to maximize your limited prep time? Join our interactive online classes for exclusive content and engaging live instruction.Visit www.Thetutorverse. Com/classes to learn about or enroll in our live-taught, small-group classes and review sessions.Visit www.Thetutorverse.
Com/digital to access our self-paced video workshops and content clinics. January 2021 – 6th Edition:We’ve made corrections for minor errata and have updated some of our ELA content. With over 1,200 high-quality, well-edited practice SHSAT questions, this book is better than ever.
New York City SHSAT: 1,200+ Practice Problems contains more questions than 10 full-length exams! This book contains:1,200+ high-quality practice questions in print – no need to go online or watch videos200+ reading comprehension questions – covering poems, literature, and data-based inferencing100+ grid-in math practice questions76,000+ words providing detailed answer explanations that actually make sense2 full-length practice tests tie everything together and simulate a real test-taking experienceSeparate, dedicated sections for each section of the test, to help build confidence through understandingQuestions that progress in difficulty help you quickly master the basics and score extra points on even the toughest questions.
2. Mathematics for 3D Game Programming and Computer Graphics, Third Edition
Author: by Eric Lengyel
Published at: Cengage Learning PTR; 3rd edition (June 2, 2011)
This updated third edition illustrates the mathematical concepts that a game developer needs to develop 3D computer graphics and game engines at the professional level. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D programming such as illumination and visibility determination.
Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series.
The third edition expands upon topics that include projections, shadows, physics, cloth simulation, and numerical methods. All of the illustrations have been updated, and the shader code has been updated to the latest high-level shading language specifications.
3. Introducing MATH! Grade 7 by ArgoPrep: 600+ Practice Questions + Comprehensive Overview of Each Topic + Detailed Video Explanations Included | 7th … (Introducing MATH! Series by ArgoPrep)
Author: by Argo Brothers
Published at: Argo Brothers (May 1, 2019)
Introducing Math!By ArgoPrep is an award-winning series created by certified teachers to provide students with high-quality practice problems. This workbook is designed to provide you with a comprehensive overview of Grade 7 mathematics. Our workbooks include topic overviews with instruction, practice questions, answer explanations along with free digital access to video explanations.
Practice in confidence – with ArgoPrep! Grade 7 Mathematics:Chapter 1 – Ratios & Proportional Relationships1.1.Compute Unit Rates.1.2. Recognize and represent proportional relationships between quantitiesChapter 2 – The Number System2.1. Apply and extend previous understandings of operations with fractions2.2. Apply and extend previous understandings of multiplication and division2.3.
Solve real-world problems involving the four operationsChapter 3 – Expressions and Equations3.1. Use properties of operations to generate equivalent expressions3.2. Solve real-life and mathematical problems using numerical and algebraic expressions and equations.3.3. Chapter TestChapter 4 – Geometry4.1. Draw construct, and describe geometrical figures and describe the relationships between them4.2.
4. Introduction to 3D Game Programming with DirectX 12
Author: by Frank Luna
Published at: Mercury Learning & Information; Illustrated edition (March 24, 2016)
This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects.
It shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores. The book covers modern special effects and techniques such as hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character animation.
Includes a companion DVD with code and figures. EBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected] FEATURES: Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12 Uses new Direct3D 12 features to reduce CPU overhead and take advantage of multiple CPU cores Contains detailed explanations of popular real-time game effects Includes a DVD with source code and all the images (including 4-color) from the book Learn advance rendering techniques such as ambient occlusion, real-time reflections, normal and displacement mapping, shadow rendering, programming the geometry shader, and character animation Covers a mathematics review and 3D rendering fundamentals such as lighting, texturing, blending and stenciling Use the end-of-chapter exercises to test understanding and provide experience with DirectX 12
5. Computer Graphics: Principles and Practice
Author: by John Hughes
Published at: Addison-Wesley Professional; 3rd edition (July 10, 2013)
Computer Graphics: Principles and Practice, Third Edition, remains the most authoritative introduction to the field. The first edition, the original Foley and van Dam, helped to define computer graphics and how it could be taught. The second edition became an even more comprehensive resource for practitioners and students alike.
This third edition has been completely rewritten to provide detailed and up-to-date coverage of key concepts, algorithms, technologies, and applications. The authors explain the principles, as well as the mathematics, underlying computer graphicsknowledge that is essential for successful work both now and in the future.
Early chapters show how to create 2D and 3D pictures right away, supporting experimentation. Later chapters, covering a broad range of topics, demonstrate more sophisticated approaches. Sections on current computer graphics practice show how to apply given principles in common situations, such as how to approximate an ideal solution on available hardware, or how to represent a data structure more efficiently.
6. Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming (The Addison-Wesley Game Design and Development)
Author: by Paul Varcholik
Published at: Addison-Wesley Professional; 1st edition (May 19, 2014)
Get Started Quickly with DirectX 3D Programming: No 3D Experience NeededThis step-by-step text demystifies modern graphics programming so you can quickly start writing professional code with DirectX and HLSL. Expert graphics instructor Paul Varcholik starts with the basics: a tour of the Direct3D graphics pipeline, a 3D math primer, and an introduction to the best tools and support libraries.
Next, youll discover shader authoring with HLSL. Youll implement basic lighting models, including ambient lighting, diffuse lighting, and specular highlighting. Youll write shaders to support point lights, spotlights, environment mapping, fog, color blending, normal mapping, and more. Then youll employ C++ and the Direct3D API to develop a robust, extensible rendering engine.
Youll learn about virtual cameras, loading and rendering 3D models, mouse and keyboard input, and youll create a flexible effect and material system to integrate your shaders. Finally, youll extend your graphics knowledge with more advanced material, including post-processing techniques for color filtering, Gaussian blurring, bloom, and distortion mapping.
7. Introduction to 3D Game Programming with DirectX 11
Author: by Frank Luna
Published at: Mercury Learning & Information; Pap/DVD edition (February 28, 2012)
Updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11.
8. Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs
Author: by Eric Haines
Published at: Apress; 1st ed. edition (February 26, 2019)
This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering.
Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware.
What you’ll learn: The latest ray tracing techniques for developing real-time applications in multiple domainsGuidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR)How to implement high-performance graphics for interactive visualizations, games, simulations, and moreWho this book is for:Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areasEnthusiasts who want to understand and experiment with their new GPUs
9. Windows Game Programming For Dummies
Author: by André LaMothe
Published at: For Dummies; 2nd edition (October 1, 2002)
The multimedia and computer-games industry has exploded in recent years. Games have gotten incredibly sophisticatedand incredibly entertaining. The programs used to create them have improved also, to the point that you don’t necessarily have to be a nerd deluxe to do it yourself.
Even so, game programming can be challengingeven if you’re a veteran C/C++ programmer and licensed technogeek. Challenging, surebut also incredibly cool. Using DirectXthe latest and greatest technology for making games on PCsWindows Game Programming For Dummies will help you write just about any 2D game you can conjure.
Now updated to cover new DirectX and Windows releases, your friendly yellow-and-black companion will show you: The basics of video game design The nuts and bolts of Windows programming How to work with DirectXand play with DirectDraw How to make a real game, with an actual, step-by-step example How to market your mind-blowing new creation The ten biggest mistakes made by game programmersand how to avoid them From graphics to sound to input and installation, legendary game developer and Xtreme Games CEO Andr LaMothe takes you right into the guts of the gamein an entertaining style that won’t send you retreating to the nearest joystick.
10. Programming Mutliplayer FPS Direct X (Game Development Series)
Author: by Vaughan Young
Published at: Charles River Media; 1st edition (December 20, 2004)
If you have experience with C++ and DirectX and have always wanted to program your own game, this is the book for you. Programming a Multiplayer FPS in DirectX takes you from the basic game design to a fully functioning game!
All of the source code, assets, and tools are included- you just work through the tutorial-based chapters and watch the game come to life as you develop it. And as new features are added, you can begin playing with them to see them in action.
Following a typical game development process, the book is separated into two distinct parts: Part One focuses on the design and development of the game engine, and Part Two concentrates on putting the game together using the engine. The theory has been kept to a minimum, so that you are following a hands-on approach and adding new functionality to your engine as you proceed.
In the first part, you’ll learn about the many facets of DirectX, C++, and object-oriented programming. You’ll also learn how to design the engine and put the infrastructure into place. The next chapters will each add a new module to your engine including input, scripting, 3D rendering, sound, networking, and scene management.
11. Beginning DirectX 9 (Game Development Series)
Author: by Wendy Jones
Published at: Cengage Learning PTR; 1st edition (April 1, 2004)
There exists a gap in the game programming market where beginning programmers are finding themselves without an introductory guide. Existing books focus on the 3D component of DirectX only, leaving readers without a complete understanding of DirectX. In order to fully understand DirectX and the game programming process, readers need examples that build on previous chapters to guide them through to the completion of a playable game.
“Beginning DirectX 9” does just that. Readers should have basic understanding of 3D math and C++. With this rudimentary experience, “Beginning DirextX 9” enables readers to create a playable game using easy-to-understand examples.
12. The Fundamentals of Data Science: Big Data, Deep Learning, and Machine Learning: What you need to know about data science and why it matters
Author: by Vlad Sozonov
Published at: Vinco Publishing (November 21, 2019)
Data science is no easy term to define. While there are many definitions available that point out its statistical or logical aspects, others focus on its machine learning impacts. Today only, get this Amazon book for just $19. 99 for a limited time.
Regularly priced at $35.99. The truth is, data science is a process that requires an understanding of multiple fields, methods, techniques, and more. Data science cannot be easily labeled because, when applied, it looks different to each person, business, or organization utilizing it.
While the term may not be easy to define, what it is used for, can be used for, and approaches to it can be more easily understood. And that is precisely what this book aims to do. Scroll Up & Click to Buy Now!
Here Is A Preview Of What You’ll Discover… In this step-by-step book:This book will not only thoroughly go over all the skills, people, and steps involved in data science, it will also look closely at: What big data is and how data science came from it.
13. Game of X v.2: The Long Road to Xbox
Author: by Rusel DeMaria
Published at: CRC Press; 1st edition (September 11, 2018)
Game of X v.2 is the story that leads up to Xbox. It is a story of DOS games, Microsoft culture, the crazy stories around the development and promotion of DirectX and the graphics standards that were required for Xbox to happen.
Stories based on dozens of interviews include a colorful cast of characters and some solid technical background. The history of games for DOS and the initial challenges of Windows, the surprising source of the earliest Windows games, and much, much more.
This is the fascinating prequel to Game of X v.1: Xbox. Key Features Game of X v. 2 is the story that leads up to Xbox. It is a story of DOS games, Microsoft culture, the crazy stories around the development and promotion of DirectX and the graphics standards that were required for Xbox to The history of games for DOS and the initial challenges of Windows, the surprising source of the earliest Windows games, and much, much more.
This is the fascinating follow-up to Game of X v. 1: Xbox Stories based on dozens of interviews include a colorful cast of characters and some solid technical background.
14. Introduction to 3D Game Programming with DirectX 10
Author: by Frank Luna
Published at: Jones & Bartlett Learning; 1st edition (October 25, 2008)
Introduction to 3D Game Programming with DirectX 10 presents an introduction to programming interactive computer graphics, with an emphasis on game development, using Direct3D 10. It teaches the fundamentals of Direct3D and shader programming, after which the reader will be prepared to go on and learn more advanced techniques.
The book is divided into three main parts. Part I explains the mathematical tools that will be used throughout this book. Part II shows how to implement fundamental tasks in Direct3D, such as initialization, defining 3D geometry, setting up cameras, creating vertex, pixel, and geometry shaders, lighting, texturing, blending, and stenciling.
Part III is largely about applying Direct3D to implement a variety of interesting techniques and special effects, such as working with meshes, terrain rendering, picking, particle systems, environment mapping, normal mapping, shadows, and rendering to textures. The book is designed for intermediate-level C++ programmers who are completely new to Direct3D and game programming, 3D programmers experienced with an API other than Direct3D (e.G., OpenGL), and programmers experienced with previous versions of Direct3D wishing to learn the latest version-Direct3D 10.
15. Beginning DirectX 11 Game Programming
Author: by Allen Sherrod
Published at: Cengage Learning PTR; 1st edition (May 12, 2011)
Discover the latest and most popular technology for creating next-generation 3D games: DIRECTX 11! BEGINNING DIRECTX 11 GAME PROGRAMMING is an introductory guide to learning the basics of DirectX 11 that will help get you started on the path to 3D video game programming and development.
Written specifically for the beginner programmer, this book uses step-by-step instructions to teach the basics of DirectX 11 and introduces skills that can be applied to creating games for PCs and game console platforms such as the Xbox 360. Updated for all the newest DirectX 11 technology, this book includes coverage of improved professional coding practices, an overview of the latest DirectX components and tools, sprites, text and font rendering, 3D character rendering, cameras, audio, shaders and effects, and much more.
By the time you reach the end of this book, you will have had enough experience with DirectX 11 that you should be able to explore making simple video games and demos. From there, you can progress toward making more complex games and demos until you find yourself able to complete and release your own PC or console games.
16. Physically Based Shader Development for Unity 2017: Develop Custom Lighting Systems
Author: by Claudia Doppioslash
Published at: Apress; 1st ed. edition (December 6, 2017)
Benefit from the latest rendering tech developments, currently covered only in papers and talks from Siggraph, in a way any developer or technical artist using Unity can take advantage of. This book starts by introducing how shader programming works in general, the common principles of different platforms (OpenGL, Vulkan, and DirectX), and the shading languages Unity uses: Cg, GLSL, and ShaderLab.
Physically Based Shader Development for Unity 2017 discusses artistic choices, presenting various techniques (such as translucency and subsurface scattering) and BRDFs (Oren-Nayar, Cook-Torrance, and Ashikhmin-Shirley), and what they can be used for. Finally you’ll cover the importance of optimizing your code by developing approximations, which achieve similar end results, but are computationally cheaper.
By the end of your journey you’ll be able to develop the look of your game or Unity-rendered animated short so that it looks both unique and impressively realistic, thanks to your own custom lighting system. What You Will Learn Master shader programming Gain all you need to know about physically based shadingTake almost full control of the shader subsystemDiscover what you can achieve with that controlImplement a custom physically based lighting system and examine the logic behind every choiceWho This Book Is For Most game developers (both indie and AA) that use Unity and technical artists who are responsible for the final look of a game.