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Introduction to 3D Game Programming with DirectX 10 (Wordware Game and Graphics Library)

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Introduction to 3D Game Programming with DirectX 10 (Wordware Game and Graphics Library) Cover

 

Synopses & Reviews

Publisher Comments:

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.

Synopsis:

Introduction to 3D Game Programming with DirectX 10 provides an introduction to programming interactive computer graphics, with an emphasis on game development, using DirectX 10. The book is divided into three main parts. Part I explores basic mathematical tools, Part II shows how to implement fundamental tasks in Direct3D, and Part III demonstrates a variety of techniques and special effects. With this book understand how vectors, matrices, and transfomations are used in the creation of computer games; discover how to implement lighting, texture mapping, blending, and stenciling to increase the realism of your scenes; explore techniques for creating special effects, including terrain rendering, shadow mapping, particle systems, and reflections; learn about new Direct3D 10 features such as geometry shaders, the stream out pipeline stage, texture arrays, and primitive IDs; test your knowledge and programming skills with the end-of-chapter exercises.

Product Details

ISBN:
9781598220537
Author:
Luna, Frank D.
Publisher:
Wordware Publishing
Subject:
Computer games
Subject:
Three-dimensional display systems
Subject:
Video & Electronic - General
Subject:
General
Subject:
General Computers
Subject:
Programming - Software Development
Subject:
Software Development & Engineering - General
Subject:
Computer games -- Programming.
Copyright:
Edition Description:
Trade paper
Series:
Wordware Game and Graphics Library
Publication Date:
January 2008
Binding:
Paperback
Grade Level:
General/trade
Language:
English
Illustrations:
Y
Pages:
502
Dimensions:
9 x 6 in

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Introduction to 3D Game Programming with DirectX 10 (Wordware Game and Graphics Library) New Trade Paper
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$65.95 In Stock
Product details 502 pages Wordware Publishing - English 9781598220537 Reviews:
"Synopsis" by , Introduction to 3D Game Programming with DirectX 10 provides an introduction to programming interactive computer graphics, with an emphasis on game development, using DirectX 10. The book is divided into three main parts. Part I explores basic mathematical tools, Part II shows how to implement fundamental tasks in Direct3D, and Part III demonstrates a variety of techniques and special effects. With this book understand how vectors, matrices, and transfomations are used in the creation of computer games; discover how to implement lighting, texture mapping, blending, and stenciling to increase the realism of your scenes; explore techniques for creating special effects, including terrain rendering, shadow mapping, particle systems, and reflections; learn about new Direct3D 10 features such as geometry shaders, the stream out pipeline stage, texture arrays, and primitive IDs; test your knowledge and programming skills with the end-of-chapter exercises.
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