Synopses & Reviews
"I can't think of a better place to start investigating the world of DirectX programming...." - Steve Smith, Games Technology Evangelist for Microsoft Corporation
Free Game programming "Cheat Sheet" Inside!
With This Book and Some Experience in C Programming, You Can Start Making Games for Windows in No Time! Interested in developing your own game software, but have no idea where to begin? Windows(r) Game Programming For Dummies(r) takes you straight from mystery to mastery! Based on the latest DirectX technology from Microsoft, the steps and procedures outlined by Andr? LaMothe will help you start writing games in no time. Valuable Bonus CD Includes:
* Sound Forge XP: Add excitement to your Web site with the demo of this powerful sound editor from Sonic Foundry
* Microsoft's DirectX SDK: The entire Software Developer's Kit that makes DirectX game programming quick and easy for Windows 95, Windows 98, and Windows NT
* Lots of shareware games from MegaGames and more!
* Bonus chapters about artificial intelligence and game programming potpourri
* Author-created games and code
Shareware programs are fully functional, free trial versions of copyrighted programs. If you like particular programs, register with their authors for a nominal fee and receive licenses, enhanced versions, and technical support. Freeware programs are free, copyrighted games, applications, and utilities. You can copy them to as many PCs as you like - free - but they have no technical support. System Requirements: PC with Pentium or Pentium II processor with Windows 95 or NT 4.0, or later; 16MB RAM; and a CD-ROM drive
Inside, find helpful advice on how to:
* Write Windows applications without dealing with the complexities of MFC and C++
* Use DirectX technology to take advantage of video acceleration and the latest hardware
* Create lightning-fast 2D games that run in Windows 95, Windows NT, and the new Windows 98
* Use artificial intelligence to create "thinking" opponents
* Make music and sound effects on your PC
* Sell your games via the shareware market
* Use your knowledge of C programming to create Windows-based games with DirectX
Ready to start creating your own Windows games but not sure where to begin? A little programming knowledge can go a long, long way when you've got the inside track to game programming with Windows Game Programming For Dummies.
Using the latest DirectX technology from Microsoft, veteran game designer Andre LaMothe takes you step-by-step through the process of creating your own games for Windows 95, Windows NT, and Windows 98. After you understand the nuts and bolts of Windows programming, you can add music and sound effects, design your own artificial intelligence to create thinking" opponents, and use the powerful DirectX tools to build lightning-fast applications...all without having to suffer through the complicated coding requirements of MFC and C++.
All the tools you need to start writing (and selling) your own games are right here in Windows Game Programming For Dummies, along with a special CD-ROM loaded with the complete DirectX Software Developers Kit, code samples included in the book, state-of-the-art animation and modeling software, and lots of graphics and sound files to use in your own custom-built games."
System requirements for the accompanying computer disc: PC with Pentium or Pentium II processor with Windows 95, NT 4.0, or later; 16 MB RAM, and a CD-ROM drive.
About the Author
About the Author Andr? LaMothe is the CEO of Xtreme Games LLC. He is the author of many game programming books.
Table of Contents
PART I: Getting Familiar with Windows Programming.
Chapter 1: Setting Up for Windows 95/98/NT Game Programming.
Chapter 2: Exploring the Basics of Video Game Design.
Chapter 3: The Nuts and Bolts of Windows 95/98/NT Programming.
Chapter 4: How to Handle Big Events.
Chapter 5: Putting Windows GDI to Work: Drawing Text and Graphics.
Chapter 6: Wrapping Up Windows Programming.
PART II: Jacking In with DirectX.
Chapter 7: The Architecture of DirectX and the Dreaded COM.
Chapter 8: Getting to Know DirectDraw.
Chapter 9: Using the DirectDraw Crayons.
Chapter 10: Digging into DirectDraw: Animation and Bitmaps.
Chapter 11: Digging Deeper into DirectDraw: Advanced Features.
Chapter 12: The GPDUMB Game Engine, Part I.
PART III: The Rest of the Puzzle: Sound, Input, and Setup.
Chapter 13: Making Noise with DirectSound.
Chapter 14: The Ins and Outs of DirectInput.
Chapter 15: Press OK to Install: Using DirectSetup and Autoplay.
Chapter 16: GPDUMB Part II -
The Final Conflict.
PART IV: The Glue of Games.
Chapter 17: What Goes Up Must Come Down: Physics Modeling.
Chapter 18: Putting the Game Engine to Work with Underworld.
Chapter 19: Marketing Your Madness.
PART V: The Part of Tens.
Chapter 20: Ten Basic Rules of Game Design.
Chapter 21: Ten Biggest Mistakes Game Programmers Make.
Chapter 22: Ten Best Game Programming Resources on the Web.
PART VI: Bonus Chapters.
Chapter 23: The Lowdown on Artificial Intelligence.
Chapter 24: Game Programming Potpourri.
Appendix: About the CD.
Hungry Minds End-User License Agreement.
Book Registration Information.