Special Effects Game Programming with DirectX. için kapak resmi
Special Effects Game Programming with DirectX.
Başlık:
Special Effects Game Programming with DirectX.
Yazar:
McCuskey, Mason.
Yazar Ek Girişi:
Fiziksel Tanımlama:
1 online resource (960 pages)
İçerik:
CONTENTS -- INTRODUCTION -- PART 1 THE BASICS -- CHAPTER 1 AN INTRODUCTION TO WINDOWS PROGRAMMING -- Event-Driven Programming -- Your First Windows Program -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- CHAPTER 2 ADVANCED WIN32 API PROGRAMMING -- The Windows GDI -- Error Checking -- Using Resources -- Making Dialog Boxes -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- CHAPTER 3 DIRECTX -- What Is DirectX? -- Should I Use DirectX? -- The Ground Rules for Using DirectX -- DirectInput -- DirectAudio -- DirectPlay -- DirectShow -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- CHAPTER 4 3D MATH -- Welcome to 3D -- Vectors -- Matrices -- Quaternions -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- CHAPTER 5 3D CONCEPTS -- 3D Models -- Advanced 3D Model Techniques -- Cameras and Viewports -- The 3D Geometry Pipeline -- Depth Buffers -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- CHAPTER 6 AN INTRODUCTION TO DIRECTGRAPHICS -- DirectGraphics Basics -- Your First 3D Program -- Fading In, Fading Out, Flashing Color-The Gamma Controls -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- CHAPTER 7 LIGHTING -- Light in Nature -- Direct3D Lighting Concepts -- Direct3D Light Properties -- Direct3D Material Properties -- Programming Direct3D Lights -- Programming Direct3D Materials -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- CHAPTER 8 BASIC TEXTURING -- Basic Texturing Concepts -- Basic Texture Programming -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- CHAPTER 9 ADVANCED TEXTURING -- Multiple Texture Blending -- Light Mapping -- Environment Mapping -- Other Uses for Multitexturing -- Using Effects -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- CHAPTER 10 VERTEX AND PIXEL SHADERS -- Why Shaders? -- Vertex Shaders.

Pixel Shaders -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- PART 2 2D EFFECTS -- CHAPTER 11 FIRE -- How Does It Work? -- Writing the Code -- Modifying the Fire Effect -- Uses for the Fire Effect -- Optimizing the Fire Effect -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- CHAPTER 12 2D WATER -- How Does It Work? -- Writing the Code -- Modifying the Water Effect -- Uses for the Water Effect -- Optimizing the Water Effect -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- CHAPTER 13 IMAGE FEEDBACK -- How Does It Work? -- Writing the Code -- Modifying the Image Feedback Effect -- Uses for Image Feedback -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- CHAPTER 14 IMAGE WARPING -- How Does It Work? -- Writing the Code -- Modifying Image Warping -- Uses for Image Warping -- Optimizing Image Warping -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- CHAPTER 15 CLOUDS -- How Does It Work? -- Writing the Code -- Modifying the Cloud Effect -- Uses for the Cloud Effect -- Optimizing the Cloud Effect -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- CHAPTER 16 BLURS AND OTHER FORMS OF IMAGE MANIPULATION -- How Does It Work? -- Writing the Code -- Uses for Image Manipulation -- Optimizing Image Manipulation -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- CHAPTER 17 FADES, WIPES, AND OTHER TRANSITIONS -- Simple Transitions -- Advanced Transitions -- A Class Hierarchy for Transitions -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- PART 3 3D EFFECTS -- CHAPTER 18 RAIN, SMOKE, MAGIC, AND MORE: THE JOY OF PARTICLE SYSTEMS -- What Is a Particle System? -- How Complex Should You Make Your Particle System? -- Core Particle Properties -- Core Particle System Properties -- Writing the Code for a Basic Particle System -- Making a Particle System Editor.

Chapter Wrap-Up -- About the Sample Programs -- Exercises -- CHAPTER 19 ADVANCED PARTICLE SYSTEMS -- Making an Advanced Particle System -- Uses for Scriptable Particle Systems -- Optimizing Scriptable Particle Systems -- Other Potentially Nifty Enhancements -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- CHAPTER 20 EXPLOSIONS -- Starting Simple: Explosion Sprites -- Explosion Clusters -- Dropping in the Particle System Code -- Adding a Shockwave -- Chapter Wrap-Up -- About the Sample Programs -- Skyboxes -- Exercises -- CHAPTER 21 GUNS AND PROJECTILES -- The Firing Range Framework -- The Machine Gun -- The Plasma Cannon -- The Bolt Weapon -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- CHAPTER 22 LENS FLARES -- What Are Lens Flares? -- The Concepts -- The Lens Flare Object -- Rendering Lens Flares in 2D -- Rendering Lens Flares in 3D -- Figuring Out Whether You Should Draw a Lens Flare -- The Effect: More Than Just the Lens Flare -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- CHAPTER 23 3D WATER -- The Concepts -- The Code -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- CHAPTER 24 VERTEX AND PIXEL SHADER EFFECTS -- Cartoon Shading -- Adding Pen Strokes to Cartoon Shading -- Image Processing Using Pixel Shaders -- Chapter Wrap-Up -- About the Sample Programs -- Exercises -- CONCLUSION -- APPENDIX A: ADVANCED C++ AND STL -- APPENDIX B: INTRODUCTION TO DEVSTUDIO -- APPENDIX C: WHAT'S ON THE CD? -- 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.
Notlar:
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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