Cover image for Programming Role Playing Games with DirectX.
Programming Role Playing Games with DirectX.
Title:
Programming Role Playing Games with DirectX.
Author:
Adams, Jim.
Personal Author:
Edition:
2nd ed.
Physical Description:
1 online resource (880 pages)
Contents:
Contents -- Introduction -- PART I: WORKING WITH THIS BOOK -- Chapter 1 Preparing for the Book -- DirectX -- Setting Up the Compiler -- General Windows Programming -- Understanding the Program Flow -- Modular Programming -- States and Processes -- Handling Application Data -- Building an Application Framework -- Structuring a Project -- Wrapping Up Preparations -- PART II: DIRECTX BASICS -- Chapter 2 Drawing with DirectX Graphics -- The Heart of 3-D Graphics -- Getting Started with DirectX Graphics -- The Math of 3-D -- Getting Down to Drawing -- Using Texture Maps -- Alpha Blending -- Using Fonts -- Billboards -- Particles -- Depth Sorting and Z-Buffering -- Working with Viewports -- Working with Meshes -- Meshes with D3DX -- Wrapping Up Graphics -- Chapter 3 Interacting with DirectInput -- Introducing Input Devices -- Using DirectInput -- Employing DirectInput Devices -- Using DirectInput with the Keyboard -- Using DirectInput with the Mouse -- Using DirectInput with Joysticks -- Wrapping Up Input -- Chapter 4 Playing Sound and Music with DirectX Audio and DirectShow -- Sound Basics -- Understanding DirectX Audio -- Using DirectSound -- Working with DirectMusic -- Joining the MP3 Revolution -- Wrapping Up Sound -- Chapter 5 Networking with DirectPlay -- Understanding Networking -- Introducing DirectPlay -- Initializing a Network Object -- Using Addresses -- Using Message Handlers -- Configuring Session Information -- Working with Servers -- Working with Clients -- Wrapping Up Networking -- Chapter 6 Creating the Game Core -- Understanding the Core Concept -- The System Core -- The Graphics Core -- The Input Core -- The Sound Core -- The Network Core -- Wrapping Up the Game Core -- PART III: ROLE PLAYING GAME PROGRAMMING -- Chapter 7 Using 2-D Graphics -- Understanding Tiles and Maps -- Using Tiles with DirectX -- A Basic Tile Engine.

Angled Tile Engine -- Big Bitmap Engines -- Wrapping Up 2-D Graphics -- Chapter 8 Creating 3-D Graphics Engines -- Meshes as Levels -- Introducing the Viewing Frustum -- Developing an Advanced 3-D Engine -- Adding 3-D Objects to the World -- Collision Detection with Meshes -- Using Sky Boxes -- Wrapping Up 3-D Graphics -- Chapter 9 Mixing 2-D and 3-D Graphics Engines -- Mixing the Two Dimensions -- Using 2-D Objects in a 3-D World -- Adding 3-D Objects to a 2-D World -- Wrapping Up Mixed Engines -- Chapter 10 Implementing Scripts -- Understanding Scripts -- Creating a Mad Lib Script System -- Working with the MLS Editor -- Executing Mad Lib Scripts -- Applying Scripts to Games -- Wrapping Up Scripting -- Chapter 11 Defining and Using Objects -- Defining Objects for Your Game -- The Master Item List -- Managing Items with Inventory Control Systems -- Wrapping Up Objects and Inventory -- Chapter 12 Controlling Players and Characters -- Players, and Characters, and Monsters, Oh My! -- Conversation Among Characters -- Scripting and Characters -- Resource Management -- Working with Magic and Spells -- Combat and Characters -- Building the Master Character List -- Creating a Character Controller Class -- Demonstrating Characters with the Chars Demo -- Wrapping Up Characters -- Chapter 13 Working with Maps and Levels -- Placing Characters on the Map -- Using Map Triggers -- Blocking the Path with Barriers -- Using Auto Maps -- Wrapping Up Maps and Levels -- Chapter 14 Creating Combat Sequences -- Designing External Combat Sequences -- Developing the Combat Sequence -- Using Battle Arrangements -- Wrapping Up Combat Sequences -- Chapter 15 Getting Online with Multiplayer Gaming -- Maddening Multiplayer Mayhem -- Multiplayer Game Design -- Creating a Multiplayer Game Architecture -- Working with Game Servers -- Working with Game Clients.

Wrapping Up Multiplayer Gaming -- PART IV: THE FINISHING TOUCHES -- Chapter 16 Putting Together a Full Game -- Designing the Sample Game -- Programming the Sample Game -- Wrapping Up Creating Games -- PART V: APPENDIXES -- Appendix A: Bibliography -- Recommended Reading -- Getting Help on the Web -- Appendix B: What's on the CD-ROM -- DirectX 9.0 SDK -- GoldWave Version 5, Trial Version -- Paint Shop Pro 8, Trial Version -- gameSpace Light -- Appendix C: Glossary -- A -- B -- C -- D -- E -- F -- G -- H -- I -- K -- L -- M -- N -- P -- R -- S -- T -- U -- V -- W -- Z -- 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.
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