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Beginning Direct3D Game Programming.
Title:
Beginning Direct3D Game Programming.
Author:
Engel, Wolfgang F.
Personal Author:
Physical Description:
1 online resource (528 pages)
Contents:
Contents -- Introduction -- Part I: DirectX Graphics: Don't Hurt Me -- Chapter 1: History of Direct3D/ DirectX Graphics -- Chapter 2: Overview of DirectX Graphics/HAL/COM -- Direct3D HAL -- Pluggable Software Devices -- Reference Rasterizer -- Controlling Devices -- COM -- Chapter 3: C/C++ and COM Programming Rules for Direct3D -- Code Style -- Debugging DirectX -- Return Codes -- Chapter 4: Geometry/Shading/Texture-Mapping Basics -- Orientation -- Faces -- Normals -- Normals and Gouraud Shading -- Texture-Mapping Basics -- Chapter 5: The Basics -- The DirectX Graphics Common Architecture -- Basic Example -- Basic2 Example -- Basic3 Example -- Chapter 6: First Steps to Animation -- The Third Dimension -- Transformation Pipeline -- Transformation Math -- Matrices -- Lighting -- Depth Buffering -- Down to the Code -- Next Steps to Animation -- Quiz -- Additional Resources -- Part II: Knee-Deep in DirectX Graphics Programming -- Chapter 7: Texture-Mapping Fundamentals -- Texture Coordinates -- Texture-Addressing Modes -- Texture Wrapping -- Texture Filtering and Texture Anti-Aliasing -- Chapter 8: Using Multiple Textures -- Color Operations -- Alpha Operations -- Environment Mapping -- Bump Mapping -- Dot Product Texture Blending -- Multitexturing Support -- Texture Management -- Quiz -- Additional Resources -- Part III: Hard-Core DirectX Graphics Programming -- Chapter 9: Working with Files -- Building Worlds with X Files -- Using X Files -- The Example -- Extending X Files -- Additional Resources -- Chapter 10: Quake III Model Files -- Files of the Trade -- Animation.cfg -- The .skin File -- Textures and the Shader File -- Custom Sounds -- The .md3 Format -- Additional Resources -- Chapter 11: Game Physics -- 3-D Math -- Newton's Laws -- Calculating the Frame Time -- Air Resistance -- Static Friction -- Kinetic Friction.

Chapter 12: Collision Detection -- The Most Basic Optimization -- Bounding Volumes -- 2-D Collision Detection -- Group Processing -- 3-D Collision Detection -- 3-D Mesh Collision Detection -- Using ColDet with DirectX 8.0 -- Quiz -- Additional Resources -- Part IV: Appendixes -- Appendix A: Windows Game Programming Foundation -- How to Look through a Window -- How Windows 95/98/ME/NT/2000 Interacts with Your Game -- The Components of a Window -- A Window Skeleton -- A Window Skeleton Optimized for Games -- Windows Resources -- Additional Resources -- Appendix B: C++ Primer -- What's Object-Oriented Programming? -- Additional Resources -- Appendix C: The Common Files Framework -- Create() -- Run() -- MsgProc() -- Appendix D: Mathematics Primer -- Points in 3-D -- Vectors -- Matrices -- Appendix E: Game Programming Resources -- General -- DirectX Graphics -- FAQ -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- 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.
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