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Recommeneded books for directx (C#)

Started by DarkLord25 Feb 24, 2016 at 3:56 PM 5 replies 3.2k views
Original Post
DarkLord25
DarkLord25

Greetings and salutations;

I am looking for reasonable directx books that are written in C#. Please dont direct me to Unity or game makers' website because I have been learning them already and I also have a fair amount of knowledge on how to use them.

Issue comes when you read their license agreement and although it is really in an indie game dev's favor, it really isnt going to be in one's favor, forever.

That being said; I thought this website was bunch of raw coders sitting together with their mac books and talk about how to set up their own game dev libraries and ways to have user friendly monetization for your game be it on the phone and or pc. So far I have seen people directing new people towards, Unity and game maker.

ferrous
ferrous

I don't think you're going to find any books that are DirectX and C#, as the only way to use DirectX with C# is via a shim library, like SlimDX or SharpDX (I forget which is still in development and which has been abandoned.) I think you're better off either learning online without a book, I'd hazard to guess both of those libraries have their own tutorials, or buying a C++ DirectX book and learning DirectX that way. Or learning C++ DirectX online, books of that nature these days lose their relevance so fast I can hardly recommend them, especially for the price many go for.

That said, I'd like to address your other flamebaity points. New game developers have to decide early, do they want to make an engine, or do they want to make a game. You can spend alot of time re-inventing the wheel. The Brigador team spent five years making a game and an engine. That's okay, and there is a lot of knowledge to be gained in rolling your own everything. Some people don't want to spend the time mucking with building an engine, and would rather spend that time honing the gameplay, or the narrative or what have you. I think denigrating either camp for those choices is a waste of time, as each is valuable, some really great games are made with engines, and some really great games are made on custom engines.

The license agreements on most of those engines are such that on the off-chance you actually are successful in your indie efforts, you may have to pay the engine maker some money. It's really not a big deal, and not something to get tripped up about. I have yet to see a horror story of a indie team who used an engine and then suddenly went underwater after having to pay a license fee after making a successful game.

ericrrichards22
ericrrichards22

This is the only one that I'm aware of. It's okay, but doesn't go very deep into anything.

For the most part, you pretty much just have to use the C++ books. With either SlimDX or SharpDX, that's not very hard, since they are pretty thin wrappers around the Direct3D APIs.

You could also look up Monogame, which is basically XNA, but not dead and buried.

ferrous
ferrous

And there is this really modest guy who has a set of SlimDX tutorials you can find here.tongue.png

DarkLord25
DarkLord25

I think I should've been more specific.

I am currently looking to make a 2d game workflow for now so I can get a firm grasp on the concept of coding specially. I have worked with XNA game studio before, you will have to use Visual Studio for it.

I'll look in to it again and see what I can come up with.

Thanks guys

Spazzarama
Spazzarama

Hi Nitewalkr, I wrote a book a couple of years ago around Direct3D 11 and C# using SharpDX - Direct3D Rendering Cookbook, you can also find a heap of SharpDX tutorials that have been translated from the C++ rastertek tutes (somewhere on this forum from memory).

Justin Stenning | Blog | Book - Direct3D Rendering Cookbook (using C# and SharpDX) Projects:

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