
Beginning DirectX 11 Game Programming.
Title:
Beginning DirectX 11 Game Programming.
Author:
Sherrod, Allen.
ISBN:
9781435458963
Personal Author:
Physical Description:
1 online resource (385 pages)
Contents:
Cover -- Contents -- Introduction -- Chapter 1 The What, Why, and How of DirectX -- What Is DirectX? -- DirectX 10 versus DirectX 9 -- DirectX 11 versus DirectX 10 -- DirectX 11 versus OpenGL 4.0 -- Why Is DirectX Needed? -- How DirectX Is Put Together -- The Components of DirectX 11 -- Obsolete DirectX Components -- Introducing Direct3D 11 -- Stages of Direct3D 11 -- Direct3D 11 Considerations -- DirectX Tools -- Sample Browser and Documentation -- PIX -- Caps Viewer -- Diagnostic Tools -- Texture Tool -- Error Lookup -- Control Panel -- Cross-Platform Audio Creation Tool -- Game Definition File Editor -- Down-Level Hardware -- Summary -- Chapter Questions -- Chapter 2 Your First DirectX Program -- Creating the Project -- Adding Windows Code -- The Main Entry Point -- Windows Initialization -- Windows Callback Procedure -- Time for Direct3D -- Adding the DirectX Libraries -- Initializing Direct3D -- Driver Types and Features Levels -- Device and Swap Chain Creation -- Render Target View Creation -- The Viewport -- Clearing and Displaying the Screen -- Cleaning Up -- Formats -- The Blank D3D Window -- Design of the Template Framework -- The Direct3D Class -- The Blank Window Demo Class -- Updating the Application Loop -- DirectX Error Handling Library -- Error Handling Functions -- Error Handling Macros -- Summary -- Chapter Questions -- Chapter 3 2D Rendering -- 2D Game Development -- Textures -- Sprites -- 2D Geometry -- What Is a Vertex? -- Definition of a Triangle -- Vertex Buffers -- Input Layout -- Drawing a 2D Triangle -- 2D Triangle Demo -- Loading the Geometry -- Rendering the Geometry -- Texture Mapping -- Texture Interfaces -- MIP Maps -- Texture Details -- Texture Mapping Demo -- Sprites -- Z-Ordering -- Sprite Image -- Getting Sprites to the Screen -- Positioning and Scaling Sprites -- The Game Sprite Demo.
Creating and Rendering the Game Sprite -- Summary -- What You Have Learned -- Chapter Questions -- On Your Own -- Chapter 4 Text and Font Rendering -- Text in Games -- Adding Text -- Textured Fonts -- A Font System Explained -- Creating a Font System Using Sprites -- Advanced Topics -- In-Game Text Boxes -- In-Game Console Window -- Game Menus -- Heads-Up Display -- Summary -- Chapter Questions -- On Your Own -- Chapter 5 Input Detection and Response -- I Need Input -- Input Options -- Keyboard Input -- Win32 Keyboard Input -- DirectInput Keyboard Input -- DirectInput Keyboard Demo -- Mouse Input -- DirectInput Mouse Input -- XInput-Game Controllers -- Setting Up XInput -- Controller Vibrations -- XInput for Input -- Controller Capabilities -- Battery Life -- Keystrokes -- Headset Sound -- XInput Demo -- Summary -- What You Have Learned -- Chapter Questions -- On Your Own -- Chapter 6 3D Primer -- XNA Math -- Utilities -- Points -- Vectors -- Vector Arithmetic -- Distance Between Vectors -- Determining the Length of a Vector -- Normalize a Vector -- Cross Product -- Dot Product -- 3D Space -- Coordinate Systems -- Transformations -- World Transformations -- View Transformations -- Projection Transformations -- Transforming an Object -- Matrices -- The Identity Matrix -- Matrix Scaling -- Matrix Translation -- Matrix Rotation -- Matrix Concatenation -- Cube Demo -- Additional XNA Math Topics -- Compiler Directives -- Constants -- Macros -- Structures and Types -- Additional Functions -- Additional Math Structures and Topics -- Game Physics and Collision Detection -- Summary -- What You Have Learned -- Chapter Questions -- Chapter 7 Shaders and Effects -- Shaders in Direct3D -- History of Programmable Shaders -- Effect Files -- Effect File Layout -- Loading an Effect File -- External Variables and Constant Buffers -- Input and Output Structures.
Technique Blocks -- Rasterizer States -- High Level Shading Language -- Variable Types -- Semantics -- Function Declarations -- Vertex Shaders -- Pixel Shaders -- Texture Color Inversion -- Color Shifting -- Multitexturing -- Geometry Shaders -- Geometry Shader Function Declaration -- The Geometry Shader Explained -- Introduction to Lighting -- Summary -- What You Have Learned -- Chapter Questions -- On Your Own -- Chapter 8 Cameras and Models in Direct3D -- Cameras in Direct3D -- Look-At Camera Demo -- Arc-Ball Camera Demo -- Meshes and Models -- The OBJ File Format -- Reading Tokens from a File -- Loading Meshes from OBJ Files -- Advanced Topics -- Complex Cameras -- 3D Level Files -- Summary -- What You Have Learned -- Chapter Questions -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
Genre:
Added Author:
Electronic Access:
Click to View