Editorial Reviews. About the Author. Doron Feinstein has been working as a graphics programmer over the past decade in various industries. Since he. Example files for the title: HLSL Development Cookbook, by Doron Feinstein. HLSL Development Cookbook, by Doron Feinstein. The following. HLSL Development Cookbook Review; Author: Simon Jackson; Updated: 19 Sep ; Section: Book Reviews; Chapter: General Reading;.
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While finally getting back around to my game development roots, another interesting book crossed my desk that delves into the mysterious, and sometimes scary, world of shaders. Cooobook have an appreciation for what is going on under the covers to create the mind-blowing effects that only come from mucking around in the graphics streams on the graphics card. XNA did a lot of this for us with five built-in shaders that gave us a leg up and provided most of the basic effects used in common games.
HLSL Development Cookbook. (eBook, ) 
To really make your game shine and look impressive, you need to have a good understanding of shaders. Even if you intend to use the many resources out there coo,book enhance your game, it helps to understand how and why these things work.
The HLSL Development Cookbook is targeted for intermediate or experienced developers in the land of shaders, so some up-front knowledge is coobook to get a real appreciation for the tips and tricks contained within. Not to worry though, if you are a beginner when it comes to shaders, then check out Riemer’s HLSL tutorial to get yourself up to speed on the basics. This book, like many cookbooks, is a heavyset cookbook for shading techniques and explanations of some generic lighting and post processing effects.
What makes it good is that it leads you down a very direct path to understand exactly how these effects work and what makes them tick, leading hpsl to try and test your own techniques and improve on them, or create new shaders.
While reading this book, I gained an understanding of how some effects are made, and what inputs are needed to simplify their application. The book is laid out like a traditional HLSL cookbook breaking down effects and showing how each component works and its end effect on the resultant output.
HLSL Development Cookbook
Lighting is one of the most basic and commonly used shader techniques. After all, without light, there would only be darkness which is only good for audio games. This chapter goes into some depth on the main basic lighting systems used in games today, such as:. Through this chapter, you will learn what you need to know about lighting up your scene and the models within it.
It sounds great, but it’s a lot trickier to implement than standard lighting, especially since it takes multiple passes within the shader to accomplish. In this chapter, the author does a good job of explaining all the parts needed to achieve deferred rendering and how best to implement it with a few tips and tricks to go beyond deferred rendering, covering developmejt such as:.
So far, the book has covered how to add light and, as expected, we also need to be able to work by subtracting light to really show off how elements in the game are effected by the environment they are playing in just ask Peter Coombook what he thinks of his own shadow!
Shadow mapping also gives players the feeling that they are in a real world. Without it, games generally look cookboo, even 2D ones.
Through this chapter, you are shown several techniques to generate shadows. As with everything else, there is no one silver bullet to solve a problem like shadows, so it is really good that the author offers some of the main solutions. This is where post processing comes in.
HLSL Development Cookbook–A Review – CodeProject
Ask any photographer worth his salt about post-processing and they will likely chew your ear off for hours. Those final touches you add to a scene are what give it life. Some developers do post-processing work in advance by baking the textures to be used in the game, but even then, some additional effects are needed to blow them up. Screen space effects are another class of post-processing that focus on elements that effect the entire scene ckokbook from a single element, like the Sun.
Some see them as just another post-process. Others see them as a particular form of advanced shading. In either case, it is a very useful technique to have under your belt, especially if your game is set in space or the great outdoors.
These are generally referred to as environmental effects, the hlsll basic of which would be a rain effect, since rain distorts light when viewed through it, and it leaves a smear as it goes.
These are fairly advanced techniques for altering the environment based on another texture or set of rules. Here are some really nice examples of a fire environmental effect courtesy of NemoKrad RandomChaos blog.
Buy for others
Shaders are one of those subjects that is hard to get into and even harder to master. Even with my rudimentary shader knowledge, I was able to understand the workings of each shader detailed in this book even without googling. The book helps you appreciate all the things that your graphics card is doing for your game.
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Join the DZone community and get the full member experience. So what can we look for in this book?
This chapter goes into some depth on the main basic lighting systems used in games today, such as: In this chapter, the author does a good job of explaining all the parts needed to achieve deferred rendering and how best to implement it with a few tips and tricks to go beyond deferred rendering, covering things such as: Techniques you will learn include: The most common post-process effects are covered by this book in great detail: Here, the author nicely rounds off the book with the following techniques: Great introductions and explanations of the effects covered Complete projects available to download for each effect Does not overload you with detail, keeps things simple Cons: What are you waiting for?
Get ready to make your game shine, whether you are 2D or 3D! A Comparison of Relational Databases. Opinions expressed by DZone contributors are their own.