Tom Miller's Blog

The Ramblings of Miller. These postings are provided "AS IS" with no warranties, and confer no rights.

Managed DirectX Graphics And Game Programming Kickstart

Managed DirectX Graphics And Game Programming Kickstart

  • Comments 20

In a bit of a shameless plug, i'd like to point out that my book on Managed DirectX is available now.

As i'm sure everyone is already aware, the documentation for the Managed DirectX API left a little to be desired.  My book covers every component of the Managed DirectX API, including DirectInput, DirectSound, DirectPlay, DirectDraw, but focuses the majority of the content on Direct3D. 

While the other components are discussed briefly, the Direct3D API is discussed in much detail.  The book takes you step by step from drawing a simple triangle on the screen all the way through character animation, and even the high level shader language. 

There is no other greater source of information on Managed DirectX.  With that, i'll end my shameless plug. =)

  • The 'flicker' is caused because the rectangles are going outside the bounds of the screen.. Just change the code that makes the 'sprites' bounce to give a few pixel lee-way, and this would go away..
  • >> As i'm sure everyone is already aware, the documentation for the Managed DirectX API left a little to be desired.
    Is this a ploy for people to buy your book?
    :p

    As I am not exactly that serious so as to buy books on DX, but still want to play around with it; can you tell the community when the documentation is going to be usable?
  • Great book so far, apart from a minor problem I came across.

    Chapter 1 Explains using Normals, for the lighting. Yet in Chapter 3, you ask to use Chapter 1's code as the base for Vertex's.

    The code changes dramatically to not use Normals in the lighting scheme (compiles but fails to run if Nomals are left in).

    Otherwise, it's been the perfect book for me.
  • This is a really useful book... looking forward to the next two! I bought it mainly for the chapter about animated meshes... a very tricky aspect of 3D programming.

    The skinning code works great with the included mesh (tiny.x) but when I export my own mesh (from 3DS), I get an error loading it. I can view the mesh and animation fine using MeshView from the DX SDK. Any suggestions to get my mesh working with the chapter 13 code?

    Thanks, and keep up the great work!!
  • PingBack from http://homelightingconcept.info/story.php?id=982

Page 2 of 2 (20 items) 12