Depending upon what sort of game you actually want to code, there are two books in my library that are quite good; both Charles River Media books. Programming a Multiplayer FPS in DirectX (ISBN 1-58450-363-7) starts with very little and ends up with a FPS shooter that actually works. It's C++ orientated, but the code is general enough that porting to B3D (or C#, for that matter) is reasonably easy.
The other book is Real-Time 3D Terrain Engines using C++ and DirectX 9 (ISBN 1-58450-204-5). It ends up with a fully working terrain engine. Now, the end result, in my opinion, isn't nearly as polished as the first book. The code is ok, but it depends upon shaders for a lot of it's magic.
There are several other titles in the Charles River Media that are quite useful (go Amazon to see them all); when I get a game closer to the saleable stage I'll be reading them.
Game Design - Theory and Practice is also a good book, in that it describes what makes a good level and what makes a bad level. There are quite a few interviews throughout the book that are very interesting to read, too.
Neil
The other book is Real-Time 3D Terrain Engines using C++ and DirectX 9 (ISBN 1-58450-204-5). It ends up with a fully working terrain engine. Now, the end result, in my opinion, isn't nearly as polished as the first book. The code is ok, but it depends upon shaders for a lot of it's magic.
There are several other titles in the Charles River Media that are quite useful (go Amazon to see them all); when I get a game closer to the saleable stage I'll be reading them.
Game Design - Theory and Practice is also a good book, in that it describes what makes a good level and what makes a bad level. There are quite a few interviews throughout the book that are very interesting to read, too.
Neil