Cover image for Ultimate Game Programming with DirectX.
Ultimate Game Programming with DirectX.
Title:
Ultimate Game Programming with DirectX.
Author:
Vick, Erik.
ISBN:
9781584506201
Personal Author:
Physical Description:
1 online resource (496 pages)
Contents:
Contents -- Introduction -- Chapter 1 Introduction to DirectX 10 -- Overview of Graphics and Game Development -- 2D and 3D Games -- Parts of a Game -- A Look at Windows Vista -- Microsoft's DirectX Technology -- DirectX 9 versus DirectX 10 -- Installing the DirectX SDK -- The DirectX SDK Sample Browser -- Managed DirectX -- XNA -- Programmable Shaders -- Low-Level Shaders -- High-Level Shaders -- Vertex Shaders -- Geometry Shaders -- Pixel Shaders -- Summary -- Chapter Questions -- Chapter 2 Direct3D 10 -- Direct3D 10 Basics -- Setting Up Direct3D 10 -- Swap Chains -- Rendering Target Views -- Clearing and Displaying Screens -- Blank Window Demo -- Font and Text -- Text Demo -- Additional DirectX Topics -- DXGI -- DXUT Framework -- Summary -- Chapter Questions -- Chapter Exercises -- Chapter 3 Rendering Geometry -- Primitives -- Points -- Line Lists and Line Strips -- Triangle Lists, Strips, and Fans -- Vertex Buffers and Input Layouts -- Drawing Primitives -- Rendering States -- Primitives Demo -- Indices and Primitives -- Colors -- Colors Demo -- Summary -- Chapter Questions -- Chapter 4 Shader Model 4 -- Shader Model 4 -- Shader Model 4 versus Pre-4 -- Shader Types -- Intrinsic Functions -- Shader Constants and Texture Buffers -- Variables and Data Types -- Flow Control and Functions -- Shaders in Direct3D 10 -- Shader Example Demo -- Uniform Variables Shader Demo -- Constant Buffer Shader Demo -- Summary -- Chapter Questions -- Chapter Exercises -- Chapter 5 Transformations -- Projection Transformations -- Orthogonal Projection -- Perspective Projection -- World Transformations -- View Transformations -- Transformation Demo -- Summary -- Chapter Questions -- Chapter Exercises -- Chapter 6 Shading and Surfaces -- Textures -- Types of Textures -- 1D Textures -- 2D Textures -- 3D Textures -- Cube and Sphere Maps -- Textures in Direct3D 10.

Textures Coordinates -- Texture Filtering -- Multi-Resolution Maps -- Loading Textures -- Applying Textures -- Freeing Textures -- Implementing Texture Mapping -- 2D Texture Mapping Demo -- Multi Texture Demo -- Additional Texturing Topics -- Manually Loading and Generating Textures -- Compressed Textures -- Multi-Sampling -- Summary -- Chapter Questions -- Chapter Exercises -- Chapter 7 Additional Texture Mapping -- Alpha Mapping -- Creating Alpha Maps -- Alpha Mapping Demo -- Sprites -- Types of Sprites -- Point Sprites -- Sprites Demo -- Image Filters -- Color Inversion -- Luminance Filter -- Sepia Tone Filter -- Summary -- Chapter Questions -- Chapter Exercises -- Chapter 8 Game Math -- Vectors -- Vector Addition and Subtraction -- Vector Normalization -- Common Additional Vector Operations -- DirectX 3D Vector Functions -- Plane Operations -- Matrices -- Matrices as Cameras -- Matrix Operations -- Bounding Geometry -- Bounding Boxes -- Bounding Spheres -- Bounding Hierarchies -- Additional Mathematics -- The Ray -- The Quaternion -- Game Physics -- Summary -- Chapter Questions -- Chapter 9 Sound in DirectX -- Overview of Microsoft Audio Technologies -- Direct Sound -- Why Not Use Direct Sound? -- XACT3 -- XACT3 Tools -- Creating XACT Audio Projects -- Creating XACT Wave Banks and Sound Banks -- XACT3 Demo -- XAudio2 -- XAudio2 Demo -- Summary -- Chapter Questions -- Chapter Exercises -- Chapter 10 Game Input -- Win32 Input -- DirectInput -- Windows Message Pump -- Obtaining Key States in Win32 -- XInput -- Setting up Xbox 360 Controllers -- Detecting Button Presses -- Detecting Triggers -- Detecting Thumb Stick Movements -- Controller Vibrations -- Controller Capabilities -- Summary -- Chapter Questions -- Chapter Exercises -- Chapter 11 3D Models -- Overview of 3D Models -- Tools Used for Creating 3D Geometry -- Files in C++.

Input and Output Streams -- Binary Files and Byte Ordering -- Token Stream -- OBJ Models -- Understanding the OBJ Model Format -- Loading OBJ Files -- Preparing OBJ Files for Direct3D -- Rendering OBJ Models -- Summary -- Chapter Questions -- Chapter Exercises -- Chapter 12 Animations -- Introduction to Animation -- Time-Based Simulations -- Line Path Animations -- Curve Path Animations -- Routes -- Animation Paths Demo -- The Animation Path Classes -- The Route Class -- The Main Source File -- Additional Animation Topics for the Future -- Key-Frame Animation -- Bone Animations -- Summary -- Chapter Questions -- Chapter Exercises -- Chapter 13 Lighting -- Overview of Lighting -- Pros and Cons of Per-Vertex Lighting -- Per-Pixel Lighting -- Light Types -- Directional Lights -- Point Lights -- Spot Lights -- Area Lights -- Basic Lighting Information -- Ambient Light -- Diffuse Light -- Specular Light -- Lambert Diffuse Model -- Blinn-Phong Specular Model -- Materials -- Implementing Per-Pixel Lighting -- Creating the Shaders -- The Main Source File -- Additional Lighting Topics -- Bump Mapping -- Light Mapping -- Shadows -- Summary -- Chapter Questions -- Chapter Exercises -- Chapter 14 Conclusions -- Improvements to the Game -- Game-Play Ideas -- Game Design Improvements -- Adding to the Game -- Additional Techniques and Topics -- Scene Management -- Artificial Intelligence -- Game Physics -- Networking -- Moving Forward -- Game Design -- Game Engines -- XNA -- Summary -- Chapter Questions -- Appendix A: Answers to Chapter Questions -- Appendix B: Recommended Resources -- Recommended Tools -- Recommended Books -- Recommended Web Sites and Articles -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- K -- L -- M -- N -- O -- P -- Q-R -- S -- T -- U -- V -- W -- X.
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.
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