This book is designed as a step-by-step tutorial that can be read through from beginning to end, with each chapter building on the last. Each section, however, can also be used as a reference for implementing various camera models, special effects, etc. The chapters are filled with illustrations, screenshots, and example code, and each chapter is based around the creation of one or more example projects. By the end of the first chapter you will have created the framework that is used and improved upon for the rest of the book, and by the end of the book you will have implemented dozens of special effects, camera types, lighting models and more using that framework. This book is mainly written for those who are familiar with object oriented programming and C# and who are interested in taking 3D graphics of their XNA games to the next level. This book will be useful as learning material for those who are new to graphics and for those who are looking to expand their toolset. Also, it can be used by game developers looking for an implementation guide or reference for effects or techniques they are already familiar with.
Good topics, frustrating book.
By Tabeh - January 19, 2011
So far I have been very pleased with the topics covered by this book. From basic 3D camera work (matrices) to HLSL to keyframe animation.
I am however, sorely disappointed at the many inaccuracies that are in this book. If you follow the coding examples step-by-step (letter for letter) you will find yourself chasing quite a few bugs. My recommendation is to download the cod from packtpub as well and use that to compare the code you enter, since the book is widely inaccurate and will cause troubles from trying to use non-existent variables to cameras being rendered with their Up vector point down ! :(
Once I complete this book, I will provide a final review as well. Theses are my first impressions.
This is my update after finishing the book:
The frustrations continued and my worst fears realized, got worse. Specifically in the HLSL examples (a subject that is completely new to me) I ended up spending a lot of time trying to figure out either... read more
Book is good, promised source code is unavailable
By Todd D. Vance - August 8, 2011
The book is good, it explains everything, and has all the code printed in it in pieces throughout with detailed explanations. The link to downloadable code, however, doesn't work. I e-mailed the publisher last week and have yet to receive as much as a form letter response. I can work around this of course, by typing in what's in the book, but there are also some models the code expects, and those cannot be "typed in". I've mocked up some crude replacements in Blender, but even that was troublesome---for example, when I kept getting error messages (the usual, unhelpful kind), and it took some experimentation to realize I needed to uv-unwrap the object in Blender, make a uv-map image, and finally, hand-edit the exported .fbx files to remove the absolute paths that Visual Studio 2010 doesn't like. These are things a less experienced reader would have trouble doing. I consider making the source code and supporting files available a priority for this publisher, for the good of... read more
Great information even if it's hard to get at
By Jared Hodgkins - January 19, 2011
First of all let me say I am not finished with this book yet, but I wanted to post this to help anybody that has purchased this book or is planning to purchase this book.
This book has some great information in it, but at times is hard to get at. What I mean is that I have spent a lot of time shuffling back and forth between the source code and the book to figure out exactly where the author is coming from. The text is not always the most clear, and often times simple context is left out for whatever reason. The proof-reading and editing department missed the mark here, or maybe they just couldn't fix all of the mistakes.
Do not let this deter you from purchasing the book however. Like I said so far, ~page 135, I have found a lot of useful information, it's just caused me some headache and extra work. Because of this, I have documented some of the gripes I've had thus far and am going to publicly post my documentation of it for others to utilize... read more
3D graphics capabilities continue to advance in leaps and bounds. Once the domain of high-end computers, amazing 3D graphics are now readily available for mobile devices. Mobile 3D Graphics: Learning ...