advanced 3d game programming with directx 9.0

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advanced 3d game programming with directx 9.0

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[...]... in the book along with the game Mobots Attack! Each chapter (and the game) has its own workspace so you can use them independently of each other xx Chapter 1 Welcome, one and all, to the first stage of the journey into the depths of advanced 3D game development with DirectX 9.0 Before you can start exploring the world of 3D game programming, you need a canvas to work on Basic operations like opening... Direct3D to the Graphics Layer Direct3D Initialization Acquire an IDirect3D9 Interface Fill In the Presentation Parameters Create a Viewport and Projection Matrix Further Additions to the GameLib The Direct3DX Library Application: D3D View The o3d Format The cModel Class Chapter 9 Advanced. .. gaming technology Over the years I’ve worked on games like F1 Career Challenge, Harry Potter and the Chamber of Secrets, SHOX, and the upcoming Medal of Honor: Rising Sun I’ve developed games for the PC, Game Boy, Dreamcast, PS2, Game Cube, and Xbox I’ve also written two other books over the last two years on DirectX programming I’ve also read so many programming books that I reckon I have personally... this book would not have occurred without the help of Tracy Williams, who has helped me many times with my books Not only did she get me going on my first book, but she got me hooked up with Wordware for this book, my third Of course, I must thank Jim Hill, Wes Beckwith, and Tim McEvoy of Wordware for being such great people to work with Thanks to Phil Taylor on the DirectX team at Microsoft for agreeing... most stripped-down Windows programs you can write Listing 1.1: One of the simplest possible Windows programs /******************************************************************* * Advanced 3D Game Programming using DirectX 9.0 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Title: HelloWorld.cpp * Desc: Simple windows app * copyright (c) 2002 by Peter A Walsh and Adrian Perez ******************************************************************/... my life changed I had done some programming before in school (Logo and Basic), but after I finished playing the first time, I had a clear picture in my head of what I wanted to do with my life: I wanted to write games, something like Doom I popped onto a few local bulletinboards and asked two questions: What language was the game written in, and what compiler was used? Within a day or so, I purchased... Adrian, am a professional games programmer and have been for a quite a few years I started out like most people these days, getting extremely interested in how games worked after Doom came out After teaching myself programming, I moved on to study for a degree in computer games development at Abertay University in Dundee, Scotland After that I went on to work for a short while with IC-CAVE, which is a... Beginning Direct3D Introduction to D3D The Direct3D9 Object The Direct3DDevice9 Object Device Semantics Device Types Hardware Software Ramp (and Other Legacy Devices) Determining Device Capabilities Setting Device Render States Fundamental Direct3D Structures... the game development industry is all about sharing If everyone shares, everyone knows more stuff, and the net knowledge of the industry increases This is a good thing because then we all get to play better games No one person could discover all the principles behind computer graphics and game programming themselves, and no one can learn in a vacuum People took the time to share what they learned with. .. and is still going through a lot of change Do I need a 3D accelerator? That depends Technically, no, you can get by without any accelerator at all, using Direct3D’s software rasterizer However, it’s extremely slow, far from real time for anything but trivially simple scenes It’s almost impossible to buy a computer these days without some sort of 3D acceleration, and an accelerator capable of handling . Andrew), 198 0- Advanced 3D game programming with DirectX 9. 0 / by Peter Walsh. p. cm. ISBN 1-55622 -96 8-2 (pbk.) 1. Computer games Programming. 2. DirectX. I. Title. QA76.76.C672W382 200 3 794 .8'167768. Direct3D 2 89 Introduction to D3D 2 89 The Direct3D9 Object 2 90 The Direct3DDevice9 Object 2 90 Device Semantics 291 Device Types 292 Hardware 292 Software 292 Ramp (and Other Legacy Devices) 293 Determining. Capabilities 293 Setting Device Render States 296 Fundamental Direct3D Structures 300 D3DCOLOR 300 D3DCOLORVALUE 301 D3DVECTOR 302 D3DMATRIX 302 The Depth Problem (and How Direct3D Solves It) 303 W-Buffering

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Mục lục

  • Advanced 3D Game Programming Using DirectX® 9.0

    • Advanced 3D Game Programming Using DirectX® 9.0

      • Copyright

      • Dedications

      • Contents

      • Acknowledgments

      • Introduction

      • Chapter 1 Windows

        • A Word about Windows

        • Hungarian Notation

        • General Windows Concepts

        • Message Handling in Windows

          • Explaining Message Processing

          • Hello World ¡ª Windows Style

            • Explaining the Code

              • Registering the Application

              • Initializing the Window

              • WndProc ¡ª The Message Pump

              • Manipulating Window Geometry

              • Important Window Messages

              • MFC

              • Class Encapsulation

              • COM: The Component Object Model

              • Conclusion

              • Chapter 2 Getting Started with DirectX

                • What Is DirectX?

                • Installation

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