Goes
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This title is remarkable in two ways. First, it covers the essential features of today's 3-D virtual worlds--like textures, lighting and fog, vertices, and transformations--while providing a thorough yet comprehensible introduction to the powerful DirectX game platform. It covers all the visual effects you'll need to create state-of-the-art games with DirectX. A second standout section is the author's reusable, clearly documented C++ classes for simplifying essential APIs involved in DirectX, including DirectDraw (for 2-D graphics) and DirectSound (for sound).
The text focuses on the "serious" 3-D graphics mode of DirectX--Immediate Mode (IM)--which is used on some of today's hottest games. Direct3D IM programming is tough, but this text is one of the best at showing how it's done. Besides DirectX objects and APIs, this book provides some of the "rules" in pseudo-code needed to program successfully with 3-D graphics. This title also serves as a reference with over 400 pages on DirectX classes, including over 150 pages on Direct3D. (Plus, there's material on some of the math required for 3-D graphics). Overall, this book will serve as a valuable resource to any programmer who works with DirectX on a day-to-day basis.
Armed with this remarkably clear and thorough title, any C++ programmer can start learning 3-D game programming on the Microsoft DirectX platform. This book sets a high standard as an introduction for serious game development using DirectX and C++. --Richard Dragan
Topics covered: DirectX overview, graphics hardware, 3-D virtual worlds, COM basics, DirectDraw APIs and C++ classes, Direct3D Immediate Mode basics, 3-D transformations, textures, MIP maps, lighting, rendering primitives, optimizing techniques, physics (detecting collisions, DirectSound APIs and C++ classes), DirectInput and joysticks and C++ classes, Artificial Intelligence (AI) basics for game characters, DirectX reference, 3-D graphics math reference.

A Good Start...
For advanced users only / Last 150 pages are just reference
Good, but could have been betterOn the good side, let me say I loved the book's attention to math, its coverage of several difficult (but important) topics, the source code it does include, and the way it makes DirectX easy to understand. Most books just introduce matrix math, vector equations, and formulas and then leave you to wonder what's really going on. But in this book the author takes the time to explain what matrices are (4 vectors aligned on 4 axes!), how they work, the basics of vector math, and the theory behind most equations the book uses.
The book also covers some hot topics like precise collision detection, 3D path finding, and 3D optimization techniques. In general the theory is covered well, with attention to the math, and usually sample code is included (except for path-finding, where it's all theory).
The source code the book does include is first-rate. One class wraps DirectSound and lets you play a 2d or 3d sound in three lines of code (just give it the name of a wave file and it will do the rest). Other code wraps DirectInput and DirectDraw. You also find code scattered throughout the tutorials.
The tutorials on DirectX are very easy to understand, and do a good job introducing the different parts of DirectX and showing you how to use them. They're strictly for beginners, though, as they don't cover advanced info like you would find in Inside DirectX. They refer you often to the appendixes, which are a topic all their own.
The appendixes contain references for DirectDraw, DirectSound, Direct3D, and DirectInput, and they consume about half the book. They are very dryly written, but the few entries I checked are easier to understand than the SDK and seem to include more information on how to actually use the functions.
Would I recommend the book? All in all, yes, but don't expect to find lots of source code or any programs that you can learn from, compile, and tinker with (except in the SDK). Also be warned that if you can't use a DirectX reference, then half the book will useless to you.

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Not for fan or foe
nice book for those who like this extrordinary actress
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The Decline of the X-Men
A so-so adventure
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All's well that ends well?
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Nothing More, Nothing LessWhat you should expect first is a small book, both in page count and it's physical deminsions. Second, the advice inside is presented machine-gun style--a rapid-fire series of short quips and quotes. Some of them are fairly funny and some of them are actually very useful, and they all deliver legitimate and correct advice.
While the lessons inside are important for anyone in business, this book might be best suited as a gift for a graduating college student, providing an easy-to-digest primer for that first important business lunch or meeting.
There are certainly scores of books that offer advice that is just as good, if not better, with more detail and more context. And if you have been in the business world for a few years and have had your share of meetings with clients or important interviews, there isn't too much you'll learn from this little book.
However, if you or someone you know wants an inexpensive, hip, and up-to-date collection of advice on how to behave in today's business world, that's pretty much exactly what you'll get here--nothing more, nothing less.

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Handling Troubles AfloatBy the time the book would make sense to you, you would have so much experience that you wouldn't need it.
I am halfway through the book, and may not finish it because it is so frustrating trying to understand his examples. In addition, the illustrations seem to be quite old, I believe.
Incidently, I have been sailing in the US for more than 20 years, and taught sailing for a considerable period of time.
Money is better spent elsewhere, in my opinion.

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degrading view of a most hospitable area of the world
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this book is poop
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Unconvincing attempt to explain Syrian foreign policy
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Poor work
Some Interesting Tidbits
Im not trying to say the author doesnt know what he's talking about, nor that you won't get anything out of this book. In fact the first 2 chapters are a phenomenal overview of 3D games, written in a concise manner that is easy to follow, and in fact somewhat entertaining. I just wish the rest of the book followed suit.
Chapter 3 is where the book really begins to fail. To begin with, the text immediately defies it's title. This book should have been called 3D game programming with DirectX, for the third chapter introduces you to the world of Direct3D, and virtually ever portion of code in the book is based upon DirectX. While it is immediately evident that DirectX is a powerful tool, and to program games in Windows environments it will be a necessary tool for you to learn, this text will do little to help you do so.
From the fourth chapter on, the text dives headfirst into DirectX code that is simply a horror to navigate through. The author doesn't make the code any easier to follow; you are bombarded with page after page of code, in fact pages 51-83 contain "a simple DirectDraw Encapsulation that is easy to follow," then leaves a mere 4 pages to explain a few of the function called in the previous 33 pages of code. It would have been nice if the author had used some comments in his code to let you know what is going on, but anything of the sort is sparsely inserted into the multitude of unexplained functions, reserved words and variables that leave you totally in the dark about what you are doing. I bought this book to learn about the fundamentals of programming graphics and game logic, and instead Im given page upon page of directX code that restricts me to programming on windows platforms rather than the C++ the title promised. Any idiot can copy code as the author expects, but learning what the code does, how to improve it and adapt to your specification is certainly more desirable.
This book may serve some use as a reference book, as the appendices in the back contain a massive amount of DirectX function overviews. However, by the time you learn DirectX, newer versions will be released, and will make the apendices covering DirectX 7 less useful, if not useless.
The real disappointment here is that the author really knows what he is talking about, but fails to convey it in a manner that makes learning possible. This could have been an excellent book, but without solid explanations of the overwhelming amount of code, the book fails.