Synopses & Reviews
Whether you're a professional programmer looking to get up to speed on DirectX« 8.0 or a hobbyist new to game programming, this book will be your ultimate guide to programming amazing 3D computer graphics with Microsoft« Direct3D« 8.0! It provides a solid introduction to interactive entertainment engineering, Windows« programming, and advanced graphical techniques. Inside you'll find deep coverage of 2D graphics, including using double buffering, page flipping, programming a bitmap font engine, and creating a Quake-style programmable console. Read on to learn sophisticated 3D graphics programming techniques such as bilinear filtering, texturing, materials, lights, and how to develop an object-orientated frame based object hierarchy in order to simulate amazingly realistic animation effects. Begin your journey into the world of Direct3D - and great games - here, now!
Synopsis
DirectX is a constantly and rapidly evolving technology that requires users to update their skill set regularly. This book provides a good solid introduction to using DirectX Graphics and then takes readers to a very advanced level covering Immediate Mode in-depth. They will find information on how to program DirectX Graphics Immediate Mode and the structure of DirectX Graphics. There is also deep coverage of the ins and outs of DirectDraw, 3D fundamentals and mathematics, and advanced IM features such as texture mipmapping, rendering, simulating motion, and lighting effects.
About the Author
Peter Walsh has over six years' experience in the development of interactive entertainment software, and four years with DirectX. Peter has worked at the computer games research, development, and consultancy firm 1C-CAVE, and currently researches game tec
Table of Contents
Part 1: Learning the Ropes 1. Introduction to Direct3D and DirectX 2. 90 Percent Preparation, 10 Percent Initialization 3. The Structure of a Direct3D Application Part 2: Windows Programming 4. I Did Not Have a Relationship with MS Windows 5. Goodbye World 6. Selling Your Soul 7. Getting Jiggy with Windows Part 3: 2D DirectX Graphics 8. How many Lines of Code? 9. Putting Direct3D to Work 10. California-Style Consoles Part 4: 3D Mathematics 11. Getting Fat with 3D 12. Getting to know Direct3D in a more 3D Sort of Way 13. Building the Zen 3D Engine 14. Directing Input with DirectInput 15. 3D Game Engineering 16. Advanced Graphics Techniques Appendix A: C++ Programming 101 Appendix B: Direct3D Advanced Reference