Do you think I'll need a DirectX 11 book to supplement the GCC 4th Ed.?
Game Programming Supplements
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It depends on your goal. If you want to be a graphics programmer, you will absolutely need a good book on DirectX 11 and/or OpenGL as well as a general book on graphics and probably a book or two on shaders. If you're just starting out, I wouldn't bother. Mike has three excellent chapters that cover basic 3D principles, DirectX 11, and basic shader programmer. This is enough to get you started. After you master those chapters, you can decide if you want to go further. Depending on your interest, you may not need another book on graphics. By contrast, I've been in the industry for 7 years and have zero books on graphics, but my interest is primary AI so I don't need them.
-Rez -
Ok, I should be receiving the GCC in the next few days. I will check out those chapters first.
My goal is to design a game engine first, and then an actual game. -
I would read through the book in order. There's a lot of foundational stuff you should learn before diving into DirectX, like how it fits with the rest of the engine.
-Rez -
I'd say definitely grab a Direct3D 11 book - what the 4th edition does is help you understand how to plug DirectX 3D 11 bits into a game engine, rather than just in little standalone samples.
I think GCC4 gives you a great playground to really learn D3D11 once you are past the basics that GCC4's 3D chapters teach.Mr.Mike
Author, Programmer, Brewer, Patriot -
Thanks for the replies.
Any suggestions on good authors for DirectX and HLSL / Shader books? -
Frank D Luna's books are extremely well received for DirectX Programming.
Here's the one for DX10
The DX11 has been out of stock for a bit now (though it was just released on 03/02/2012). -
Yeah, I would advice you to read Frank D. Luna's book for graphics. I've read the DX10 book, and after completing GCC4, I'll be buying DX11 book also.
Here's a link:
d3dcoder.net/Mess with the Best - Die like the Rest -
Thanks for the replies. I will have to check Luna's books out.
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I would also like to recommend "Practical Rendering and Computation with Direct3D 11" by Jason Zink. This book is more of a reference than an intro to DX11 but its nice to have and read through after Luna's book. It's a bit dry to read but it also provides lots of examples and Jason has an open-source engine provided with this book.
Additionally, you might also want "Game Engine Architecture" by Jason Gregory. Its a good supplement to GCC4. It talks about different system components of a engine and provides some bits and pieces of code to further improve or add to your engine. This has helped me a lot in building my own engine together with the GCC4 book.
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