Top 10 Best Books to Read in DirectX Software Programming - August 2021

Here are our top ten recommendations if you are looking for the best books to read in DirectX Software Programming. We have made sure our list is diverse to cater to the interests of different types of readers.

1. New York City SHSAT: 1,200+ Practice Questions

Top 10 Best Books to Read in DirectX Software Programming - August 2021

Live Online Classes & Self-Paced Videos! Not sure how to maximize your limited prep time? Join our interactive online classes for exclusive content and engaging live instruction . Visit to learn about or enroll in our live-taught, small-group classes and review sessions. Visit to access our self-paced video workshops and content clinics. --- January 2021 - 6th Edition: We've made corrections for minor errata and have updated some of our ELA content. ----- With over 1,200 high-quality, well-edited practice SHSAT questions , this book is better than ever.   New York City SHSAT: 1,200+ Practice Problems contains more questions than 10 full-length exams ! This book contains: 1,200+ high-quality practice questions in print - no need to go online or watch videos 200+ reading comprehension questions - covering  poems, literature, and data-based inferencing 100+ grid-in math practice questions 76,000+ words  providing  detailed answer explanations  that actually make sense 2 full-length practice tests tie everything together and simulate a real test-taking experience Separate, dedicated sections for each section of the test, to help build confidence through understanding Questions that progress in difficulty help you quickly master the basics and score extra points on even the toughest questions . Great for independent study or for use with a tutor!

  • Author: The Tutorverse
  • Publisher: The Tutorverse LLC (February 13, 2020)
  • Genre: Computers & Technology, Operating Systems
  • ISBN: 978-1732167766
  • Dimensions: 8.5 x 0.73 x 11 inches


2. Introducing MATH! Grade 7 by ArgoPrep: 600+ Practice Questions + Comprehensive Overview of Each Topic + Detailed Video Explanations Included | 7th ... (Introducing MATH! Series by ArgoPrep)

Top 10 Best Books to Read in DirectX Software Programming - August 2021

Introducing Math! by ArgoPrep is an award-winning series created by certified teachers to provide students with high-quality practice problems. This workbook is designed to provide you with a comprehensive overview of Grade 7 mathematics. Our workbooks include topic overviews with instruction, practice questions, answer explanations along with free digital access to video explanations . Practice in confidence - with ArgoPrep! Grade 7 Mathematics: Chapter 1 - Ratios & Proportional Relationships 1.1.  Compute Unit Rates. 1.2. Recognize and represent proportional relationships between quantities Chapter 2 - The Number System 2.1.  Apply and extend previous understandings of operations with fractions 2.2. Apply and extend previous understandings of multiplication and division 2.3. Solve real-world problems involving the four operations Chapter 3 - Expressions and Equations 3.1. Use properties of operations to generate equivalent expressions 3.2. Solve real-life and mathematical problems using numerical and algebraic expressions and equations. 3.3. Chapter Test Chapter 4 - Geometry 4.1. Draw construct, and describe geometrical figures and describe the relationships between them 4.2. Solve real-life and mathematical problems involving angle measure, area, surface area, and volume. 4.3. Chapter Test Chapter 5 - Geometry 5.1. Defining a coordinate system. 5.2. Understanding attributes of two-dimensional figures. Chapter 5 - Statistics & Probability 5.1. Use random sampling to draw inferences about a population 5.2. Draw informal comparative inferences about two populations. 5.3. Investigate chance processes and develop, use, and evaluate probability models. 5.4. Chapter Test Whether your school follows common core curriculum or a state-aligned curriculum, our Introducing Math! workbooks are designed to provide students with a comprehensive overview.We strive to provide you with an amazing learning experience. If you have any suggestions or need further assistance, don't hesitate to email us at or chat with us live on our website at

  • Author: Argo Brothers
  • Publisher: Argo Brothers (May 1, 2019)
  • Genre: Engineering & Transportation, Engineering
  • ISBN: 978-1946755841
  • Dimensions: 8 x 0.72 x 10 inches


3. Ray Tracing Gems II: Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX

Top 10 Best Books to Read in DirectX Software Programming - August 2021

This Open Access book is a must-have for anyone interested in real-time rendering. Ray tracing is the holy grail of gaming graphics, simulating the physical behavior of light to bring real-time, cinematic-quality rendering to even the most visually intense games. Ray tracing is also a fundamental algorithm used for architecture applications, visualization, sound simulation, deep learning, and more. Ray Tracing Gems II is written by industry experts with a particular focus on ray tracing, and it offers a practical means to master the new capabilities of current and future GPUs with the latest graphics APIs. What You'll Learn: The latest ray tracing techniques for developing real-time applications in multiple domains Case studies from developers and studios who have shipped products that use real-time ray tracing. Guidance, advice and best practices for rendering applications with various GPU-based ray tracing APIs (DirectX Raytracing, Vulkan Ray Tracing) High performance graphics for 3D graphics, virtual reality, animation, and more Who This Book Is For: Game and graphics developers who are looking to leverage the latest hardware and software tools for real-time rendering and ray tracing to enhance their applications across a variety of disciplines.

  • Author: Adam Marrs
  • Publisher: Apress; 1st ed. edition (November 29, 2021)
  • Genre: Computers & Technology, Programming
  • ISBN: 978-1484271841


4. Mathematics for 3D Game Programming and Computer Graphics, Third Edition

Top 10 Best Books to Read in DirectX Software Programming - August 2021

This updated third edition illustrates the mathematical concepts that a game developer needs to develop 3D computer graphics and game engines at the professional level. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series. The third edition expands upon topics that include projections, shadows, physics, cloth simulation, and numerical methods. All of the illustrations have been updated, and the shader code has been updated to the latest high-level shading language specifications.

  • Author: Eric Lengyel
  • Publisher: Cengage Learning PTR; 3rd edition (June 2, 2011)
  • Genre: Computers & Technology, Programming
  • ISBN: 978-1435458864
  • Dimensions: 7 x 1.5 x 9 inches


5. Introduction to 3D Game Programming with DirectX 10

Top 10 Best Books to Read in DirectX Software Programming - August 2021

Introduction to 3D Game Programming with DirectX 10 presents an introduction to programming interactive computer graphics, with an emphasis on game development, using Direct3D 10. It teaches the fundamentals of Direct3D and shader programming, after which the reader will be prepared to go on and learn more advanced techniques. The book is divided into three main parts. Part I explains the mathematical tools that will be used throughout this book. Part II shows how to implement fundamental tasks in Direct3D, such as initialization, defining 3D geometry, setting up cameras, creating vertex, pixel, and geometry shaders, lighting, texturing, blending, and stenciling. Part III is largely about applying Direct3D to implement a variety of interesting techniques and special effects, such as working with meshes, terrain rendering, picking, particle systems, environment mapping, normal mapping, shadows, and rendering to textures. The book is designed for intermediate-level C++ programmers who are completely new to Direct3D and game programming, 3D programmers experienced with an API other than Direct3D (e.g., OpenGL), and programmers experienced with previous versions of Direct3D wishing to learn the latest version--Direct3D 10.

  • Author: Frank Luna
  • Publisher: Jones & Bartlett Learning; 1st edition (October 25, 2008)
  • Genre: Computers & Technology, Programming
  • ISBN: 978-1598220537
  • Dimensions: 6.07 x 1.09 x 9.19 inches


6. Learn VB .NET Through Game Programming

Top 10 Best Books to Read in DirectX Software Programming - August 2021

This is a fun book that teaches fundamental concepts of object-oriented programming using games as example applications.

  • Author: Matthew Tagliaferri
  • Publisher: Apress; Softcover reprint of the original 1st ed. edition (August 14, 2003)
  • Genre: Computers & Technology, Programming
  • ISBN: 978-1590591147
  • Dimensions: 7 x 0.91 x 9.1 inches


7. Computer Graphics: Principles and Practice

Top 10 Best Books to Read in DirectX Software Programming - August 2021

Computer Graphics: Principles and Practice, Third Edition, remains the most authoritative introduction to the field. The first edition, the original “Foley and van Dam,” helped to define computer graphics and how it could be taught. The second edition became an even more comprehensive resource for practitioners and students alike. This third edition has been completely rewritten to provide detailed and up-to-date coverage of key concepts, algorithms, technologies, and applications.   The authors explain the principles, as well as the mathematics, underlying computer graphics–knowledge that is essential for successful work both now and in the future. Early chapters show how to create 2D and 3D pictures right away, supporting experimentation. Later chapters, covering a broad range of topics, demonstrate more sophisticated approaches. Sections on current computer graphics practice show how to apply given principles in common situations, such as how to approximate an ideal solution on available hardware, or how to represent a data structure more efficiently. Topics are reinforced by exercises, program­ming problems, and hands-on projects.   This revised edition features New coverage of the rendering equation, GPU architecture considerations, and importance- sampling in physically based rendering An emphasis on modern approaches, as in a new chapter on probability theory for use in Monte-Carlo rendering Implementations of GPU shaders, software rendering, and graphics-intensive 3D interfaces 3D real-time graphics platforms–their design goals and trade-offs–including new mobile and browser platforms Programming and debugging approaches unique to graphics development  The text and hundreds of figures are presented in full color throughout the book. Programs are written in C++, C#, WPF, or pseudocode–whichever language is most effective for a given example. Source code and figures from the book, testbed programs, and additional content will be available from the authors' website ( ) or the publisher's website  ( ). Instructor resources will be available from the publisher. The wealth of information in this book makes it the essential resource for anyone working in or studying any aspect of computer graphics.

  • Author: John Hughes
  • Publisher: Addison-Wesley Professional; 3rd edition (July 10, 2013)
  • Genre: Computers & Technology, Programming
  • ISBN: 978-0321399526
  • Dimensions: 8.31 x 1.81 x 10.08 inches


8. Windows Game Programming For Dummies

Top 10 Best Books to Read in DirectX Software Programming - August 2021

The multimedia and computer-games industry has exploded in recent years.  Games have gotten incredibly sophisticated―and incredibly entertaining. The programs used to create them have improved also, to the point that you don’t necessarily have to be a nerd deluxe to do it yourself. Even so, game programming can be challenging―even if you’re a veteran C/C++ programmer and licensed technogeek. Challenging, sure…but also incredibly cool. Using DirectX―the latest and greatest technology for making games on PCs― Windows Game Programming For Dummies will help you write just about any 2D game you can conjure. Now updated to cover new DirectX and Windows releases, your friendly yellow-and-black companion will show you: The basics of video game design The nuts and bolts of Windows programming How to work with DirectX―and play with DirectDraw How to make a real game, with an actual, step-by-step example How to market your mind-blowing new creation The ten biggest mistakes made by game programmers―and how to avoid them From graphics to sound to input and installation, legendary game developer and Xtreme Games CEO André LaMothe takes you right into the guts of the game―in an entertaining style that won’t send you retreating to the nearest joystick. André’s witty, he’s tons of fun, and before you know it he’ll have you up to speed on: Setting up your game programming workstation Getting into DirectDraw: animation techniques, bitmaps, color keying, and more Adding Direct X subsystems such as DirectSound, DirectInput, and AutoPlay Getting your hands dirty by making a real game The physics of asteroids and other flying objects: time, velocity, force, and all that Game programming websites, downloads, 3D engines, usenet groups, and more!

  • Author: André LaMothe
  • Publisher: For Dummies; 2nd edition (October 1, 2002)
  • Genre: Computers & Technology, Operating Systems
  • ISBN: 978-0764516788
  • Dimensions: 7.46 x 0.99 x 9.2 inches


9. Practical Rendering and Computation with Direct3D 11

Top 10 Best Books to Read in DirectX Software Programming - August 2021

Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used, there is little documentation that shows how best to leverage these capabilities. Written by active members of the Direct3D community, Practical Rendering and Computation with Direct3D 11 provides a deep understanding of both the high and low level concepts related to using Direct3D 11. The first part of the book presents a conceptual introduction to Direct3D 11, including an overview of the Direct3D 11 rendering and computation pipelines and how they map to the underlying hardware. It also provides a detailed look at all of the major components of the library, covering resources, pipeline details, and multithreaded rendering. Building upon this material, the second part of the text includes detailed examples of how to use Direct3D 11 in common rendering scenarios. The authors describe sample algorithms in-depth and discuss how the features of Direct3D 11 can be used to your advantage. All of the source code from the book is accessible on an actively maintained open source rendering framework. The sample applications and the framework itself can be downloaded from By analyzing when to use various tools and the tradeoffs between different implementations, this book helps you understand the best way to accomplish a given task and thereby fully leverage the potential capabilities of Direct3D 11.   Key Features Presents the high level concepts used to design algorithms Describes the nuts and bolts of how to implement the algorithms Explains each of the major components of the Direct3D 11 library Shows how Direct3D 11 can be used in a variety of real-world situations Provides source code and sample programs on a supplementary website

  • Author: Jason Zink
  • Publisher: A K Peters/CRC Press; 1st edition (September 30, 2020)
  • Genre: Computers & Technology, Programming
  • ISBN: 978-0367659257
  • Dimensions: 7.52 x 9.25 inches


10. Programming 2D Games

Top 10 Best Books to Read in DirectX Software Programming - August 2021

A First Course in Game Programming Most of today’s commercial games are written in C++ and are created using a game engine. Addressing both of these key elements, Programming 2D Games provides a complete, up-to-date introduction to game programming. All of the code in the book was carefully crafted using C++. As game programming techniques are introduced, students learn how to incorporate them into their own game engine and discover how to use the game engine to create a complete game. Enables Students to Create 2D Games The text covers sprites, animation, collision detection, sound, text display, game dashboards, special graphic effects, tiled games, and network programming. It systematically explains how to program DirectX applications and emphasizes proper software engineering techniques. Every topic is explained theoretically and with working code examples. The example programs for each chapter are available at

  • Author: Charles Kelly
  • Publisher: A K Peters/CRC Press; 1st edition (June 21, 2012)
  • Genre: Computers & Technology, Programming
  • ISBN: 978-1466508682
  • Dimensions: 7.5 x 1 x 9.3 inches