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9781584504580

Ultimate Game Programming With DirectX

by
  • ISBN13:

    9781584504580

  • ISBN10:

    1584504587

  • Edition: 1st
  • Format: Paperback
  • Copyright: 2006-05-11
  • Publisher: Cengage Learning
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Summary

Creating computer games is challenging. It requires plenty of technical skill, dedication, and creativity. Ultimate Game Programming with DirectX teaches you how to combine your existing skills and dedication for playing games with some basic C++ programming skills to create your own games. Written for game development students, beginning game programmers, and C++ programmers wanting to learn game development, this book covers every part of the process. Throughout the book, you'll be creating a first-person shooter game called Stranded. Beginning with an introduction to Direct X and Direct3D graphics, you'll build the game engine and complete game chapter by chapter. You'll learn the fundamental graphical techniques, essential mathematics, collision detection, input device detection and response, sound playback, scene management, animation, and model/character loading and drawing. Once you've built this game, you can easily expand upon it and customize it to add your own unique features. You'll also have the foundational knowledge and skills you need to build your own games and take on new programming challenges. If you have basic C++ programming skills, a love for games, and a desire to create your own, you'll find what you need here. WHAT YOU'LL LEARN * The fundamentals of DirectX game development and Direct3D graphics * Foundational programming techniques that you can use for any game project * Essential mathematics and physics techniques * Basic graphics and animation techniques, including basic techniques include drawing basic shapes and objects, displaying images on top of surfaces, creating and displaying text to the screen, and learning how to work in 3D space. * Coverage of scene management topics rarely covered in books for C++ programmers and aspiring game programmers * A complete DirectX reference for game development, including the creation of a complete FPS game

Table of Contents

Introduction xiii
DirectX Introduction
1(54)
Overview of This Book
2(2)
Game Plan
4(6)
DirectX Background
10(4)
Setting Up a Window Manually
14(14)
Demo Applications
28(25)
Summary
53(2)
The Game Stranded
55(32)
Introduction to the Game Plan
56(1)
Game Planning
57(4)
Engine Planning
61(2)
Game Project Overvie
63(3)
Game Project Part 1: Starting the Project
66(19)
Summary
85(2)
Direct3D Lighting and Objects
87(28)
Introduction to Direct3D Lighting
89(8)
Creating Objects with Direct3D Functions
97(5)
Creating Lights in Direct3D
102(6)
Game Project Part 2: Adding Support for Hardware Lighting
108(4)
Summary
112(3)
Textures
115(54)
Introduction to Textures in Direct3D
118(1)
Creating and Applying Textures
119(19)
Sprites
138(5)
Bump Maps
143(4)
Saving Textures
147(3)
Off-screen Rendering
150(6)
Game Project Part 3: Adding Texture Support
156(11)
Summary
167(2)
Direct3D Text and GUI
169(54)
Displaying Text to the Screen
171(6)
Calculating the Frames-Per-Second
177(1)
Creating and Displaying a GUI
178(24)
Game Project Part 4: Adding Text and GUI Support
202(20)
Summary
222(1)
Special Effects
223(34)
Multisampling
224(4)
Fog
228(4)
Detail Mapping
232(4)
Particle Systems
236(12)
Game Project Part 5: Adding Special Effects
248(7)
Summary
255(2)
Basic Scripting Systems
257(46)
Introduction to Scripting
258(1)
Property Scripting Systems
259(17)
Command Scripting Systems
276(16)
Token Streams
292(7)
Additional Types of Scripting Systems
299(1)
Game Project Part 6: Adding Scripting Support
300(1)
Summary
301(2)
Game Math Review
303(56)
Introduction to Game Math
304(1)
Vector Math and Review
305(4)
Matrix Math
309(6)
Quaternion Math
315(2)
Ray Math
317(1)
Plane Math
318(7)
Triangles and Polygons
325(1)
Physics
326(1)
Game Project Part 7: Creating the Math Library
326(30)
Summary
356(3)
Collision Detection
359(38)
Collision Introduction
360(1)
Bounding Boxes
361(3)
Bounding Spheres
364(3)
Plane Collisions
367(1)
Demo Applications
368(19)
Game Project Part 8: Adding Collision Detection
387(9)
Summary
396(1)
Input Detection and Response
397(36)
Using DirectInput
398(3)
DirectInput Demo Application
401(14)
Game Project Part 9: Adding an Input System
415(16)
Summary
431(2)
Sound
433(30)
Introduction to Sound
434(2)
Using DirectSound and DirectMusic
436(6)
Sound Demo Application
442(10)
Game Project Part 10: Adding Sound
452(8)
Summary
460(3)
Model Loading
463(70)
Introduction to Model Loading
464(1)
Working with .X Files
465(11)
Working with .OBJ Files
476(16)
Working with .UMF Files
492(14)
Game Project Part 11: Loading Models
506(26)
Summary
532(1)
Model Animation
533(64)
Introduction to Animation
534(1)
Animation Paths
534(29)
Bone Animation
563(8)
X Model Animation
571(21)
Game Project Part 12: Adding Support for Animations
592(2)
Summary
594(3)
Scene Management
597(10)
Introduction to Scene Management
597(1)
Scene-Management Techniques
598(6)
Summary
604(3)
Finishing the Game Engine
607(30)
Logging System
608(4)
3D Camera System
612(7)
Frustum Culling
619(10)
Game Project Part 13: Finishing the Engine
629(5)
Summary
634(3)
Making the Game: Stranded
637(54)
Overview of This Chapter
638(1)
Organizing the Game Source
639(12)
Loading and Displaying the Final Level
651(8)
Camera Movements and Collision Detection
659(8)
Game Elements
667(11)
Agent Characters
678(10)
Wrap Up
688(1)
Summary
689(2)
Conclusions
691(2)
Final Thoughts
691(1)
The Next Step
692(1)
Appendix A Recommended Books and Web Sites
693(6)
Recommended Books
693(3)
Recommended Web Sites
696(3)
Appendix B C++ Primer
699(16)
Basics of C++
699(9)
Dynamic Memory and File Input/Output
708(3)
Structures and Classes
711(3)
Summary
714(1)
Appendix C About the CD-ROM
715(2)
System Requirements
715(1)
Folders
715(1)
Software
716(1)
Index 717

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