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Beginning Game Programming, Third Edition
Synopses & Reviews
Develop the essential skills you need to take your game ideas from concept to reality! Whether you want to create simple games for your own enjoyment or you are ready to create prototypes that will help you get your foot in the door professionally, Beginning Game Programming, Second Edition contains the techniques to help you reach your goals. If you have a basic understanding of C, this unique guide covers everything you need in order to create your own 2D and 3D games in C and DirectX 9. You'll learn how to develop each element of your game-- from creating your own 3D models and loading them with DirectX 9 code to enhancing the artwork and creating sound for your game. Using the skills you learn within each chapter, you'll develop your own game library-- a tool which reaches far beyond the pages of this book and can be used for future game projects. Put each of your newfound skills to use as you create your own complete, fully functional 3D game, using collision detection, with real 3D models. If you're ready to turn your ideas into actual games, then your journey begins here!
"Beginning Game Programming, Third Edition" shows budding game developers how to take their game ideas from concept to reality. Requiring only a basic understanding of the C++ language, this unique guide covers all the skills needed to create 2D and 3D games using code written in DirectX. Each element of a game is taught step-by-step, from learning how to create a simple Windows program, to using the key DirectX components to render 2D and 3D, to adding sound to your game. Using the skills taught within each chapter, readers will develop their own game library, which they can build upon for future game projects. And this updated, new edition includes end-of-chapter quizzes and projects to help you practice your new skills! At the end of the book, newfound skills will be put to use as you create your own complete, fully functional game.
Table of Contents
Part 1: Introduction to Windows and DirectX Programming Chapter 1: Getting Started with the Windows API Chapter 2: Windows Messaging and the Game Loop Chapter 3: Tapping Into Direct3D Chapter 4: Initializing A Direct3D Device Part 2: Creating a 2D Arcade Game Chapter 5: Drawing Basic Graphics (Bitmaps) Chapter 6: Using Timers For Animation and Framerate Control Chapter 7: Drawing A Tile-Based Game Level Chapter 8: Drawing and Animating Sprites Chapter 9: Detecting Sprite and Tile Collisions Part 3: Creating a 3D Artillery Game Chapter 10: Drawing Advanced Graphics (Meshes) Chapter 11: Setting Up The Camera View Chapter 12: Adding Lights To The Scene Chapter 13: Rendering A Static Environment Chapter 14: Firing Rockets and Blowing Stuff Up
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Computers and Internet » Software Engineering » Game Design