The HLSL Development Cookbook will provide you with a series of essential . All the following recipes are going to cover the HLSL side of the rendering. Example files for the title: HLSL Development Cookbook, by Doron Feinstein. HLSL Development Cookbook, by Doron Feinstein. The following. Get the HLSL Development Cookbook at Microsoft Store and compare products with the latest customer reviews and ratings. Download or ship.
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Buy the selected items together This item: Ships from and sold by Amazon. Nlsl who bought this item also bought. Page 1 of 1 Start over Page 1 of 1. Work through recipes to unlock the full potential of the next generation graphics API – Vulkan. Foundations of Game Engine Development, Volume 1: Real-Time Rendering, Fourth Edition.
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Write a customer review. Read reviews that mention deferred shading hull and domain visual studio development cookbook screen space hdr bloom hlsl development directx chapter techniques effects advanced shaders programming lighting technique build introduction samples section. Showing of 12 reviews. Top Reviews Most recent Top Reviews. There was a problem filtering reviews right now. Please try again later. Kindle Edition Verified Purchase.
Given the value that this book provides at the price, I think many DX11 developers should consider it a must-buy. Doron has leveraged his experience working on titles such as GTA V xookbook Max Payne 3 to publish a comprehensive set of lighting, shadowing and post-processing effects that can give your game a professional look.
I am most of the way through incorporating the recipes from the book into my engine, and now have robust forward and deferred rendering paths, complete with shadowing and some effects. I would say that I wouldn’t have got here without the firm foundation provided by Frank Luna’s excellent DX11 book, but I’d say that Doron’s work have elevated the look of my game from reasonable to something that looks passably good.
There are a few others things to mention that drove my rating of 5 stars: As for cons, I noted that the other reviews mention spelling and grammatical errors in coolbook book. There are a number of these, however this did not detract from my ability to determine the author’s intent at all, in ylsl words it was obvious what was trying to be communicated where these mistakes were made. This certainly wasn’t enough in my mind to drop the rating by a star, and the value provided by the techniques exhibited is so high.
One person found this helpful. I have yet to get beyond the first chapter, but the sheer number of typos, misspellings and awkward phrasing are making it very hard to follow. The technical content is great, but the poor editing, at cookbok in my copy, is difficult to look past. Contents of the book I give five stars, proofread the book I gave -5 points.
I never saw a book like this. Actually, It should be a good book for all reader,but the publishers make this book difficult to read for the novice. Case diagram in black and white printing is useless.
There are a cooibook of careless and amateurish errors in the language, the source code, and the logic here, and that’s a double-edged sword in a case like this. So, you know, there’s good and bad to that, and I like to think it was deliberate but I doubt it.
This developer is obviously very smart, and the subject matter is fascinating and beautiful. But for those reasons I think both he and the material deserve more love and care in how they’re presented. This is a missed opportunity to create a five-star book.
I give it three stars, taking into account the level of carelessness in its writing and editing, which is quite a bit too much to overlook. When Packt approached me to write a review on this book, I thought it was a great opportunity to get back into DirectX programming.
I am in the visual effects industry and with the cross-platform nature of that industry I have mostly been using some basic OpenGL. With the way technology is advancing and with it having been many years since I last work with DX9, I wanted a refresher and to update my skills using the latest techniques.
However, jumping straight into this book probably isn’t the best way to do that. I was a bit disappointed in this having read the OpenGL 4. To be fair though, the author does say right before the first recipe that readers should already know how to a. Compile and load the shaders. Prepare a system that will load and manage the scene. Prepare a framework that supports Direct3D draw calls with shaders that will render the scene Although it might have made sense to put that information in the “Who this book is for” section.
That section also states that people looking to transition from DX9 to DX11 should get this book. However, if you are trying to transition from DX9 to DX11, there really isn’t a whole lot about DX11 besides what values to fill in different structs in order to setup proper resources and buffers.
The book is mostly the HLSL and it’s corresponding explanations on traditional lighting equations, deferred shading, shadow techniques, post-processing hdr, bloom, dof, bokehscreen space effects ssao, lens flare, reflections, sun raysand environment effects dynamic decals, fog, and rain. My own ignorance aside, the demos are interesting and the material is presented clearly.
The demos all ran and provide great reference to study. The author just assumes a certain level of knowledge. Once you are comfortable with that material, then go ahead and get this book. See all 12 reviews. Amazon Giveaway allows you to run promotional giveaways in order to create buzz, reward your audience, and attract new followers and customers. Learn more about Amazon Giveaway. Set up a giveaway. Customers who viewed this item also viewed.
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