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Frank Luna's Introduction to 3D Game Programming with DirectX 11 is an underrated gem in the genre. I was surprised when I saw Microsoft recently recommending it to people to learn D3D11 before they jump into D3D12.

It doesn't actually cover game programming per-se, it's more of an introduction to 3d graphics programming book, but each chapter builds upon the last and there are assignments at the end of each chapter that allow you to play around with concepts that he walks you through so you can build a good understanding.

I've seen other books that are often recommended, and they're great by themselves, and they are nowhere near as utilitarian as this book. I cannot recommend them to beginners even if they're marketed as such.

By the end of it, you have a very good handle on a variety of concepts that you can readily apply towards, say, building a modern-day PBR pipeline.

It was my first exposure to spaced repetition learning, before I knew such a thing existed.



This is a great series of books (he has essentially the same book for early DX9, DX9 with shaders, and DX12). Particularly if you want to learn DX12, going through the DX11 book first and then the DX12 book is great because you can really see where things are different.

I wish that there was an equivalent for learning OpenGL or Vulkan.


I have never read it but how is SRS incorporated into it?


It took me awhile to get through the whole book, so the concepts that were covered by chapters I had read weeks or longer ago would every so often make a come-back in the proceeding chapters. The timing and repetition of it all reinforced and helped me in learning it for years to come.

There are a lot of "good" books on graphics that jump you from one topic to another but never really integrate what you learn or ask you to take something covered earlier, but now combine it with a newly-learned concept to create something novel (novel in the eyes of a beginner). We need more books that integrate, because a lot of very recent (as of SIGGRAPH 2019) graphics development is about taking a set of concepts you already know, and exploiting them in different ways.


I think I read his D3D8 book.




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