Table of Contents

   
book cover
  
• Table of Contents
• Index
• Examples
Beginning 3D Game Programming
By Tom Miller
 
Publisher: Sams Publishing
Pub Date: December 03, 2004
ISBN: 0-672-32661-2
Pages: 432
   


   Copyright
   About the Author
   Acknowledgments
   We Want to Hear from You!
   Reader Services
   Introduction
      So You Want to be a Game Developer
      Who Should Read This Book?
      Why Would I Want to Use the .NET Framework
      Why This Book?
   Part I.  Introduction to Microsoft .NET
         Chapter 1.  Game Development and Managed Code
      What Is .NET?
      What Is Managed Code?
      Writing Code with the Microsoft Visual Studio .NET 2003 IDE
      Compiling .NET Code on the Command Line
      Introducing Game Development
      The Developers
      The Process
      The Tools
      Summary
   Part II.  Introducing Graphics, Game 1
         Chapter 2.  Planning Your First Game
      Coming Up with the Game Idea
      Understanding the Need for a 3D Game
      The Specification
      Summary
         Chapter 3.  Understanding the Sample Framework
      Creating Your Project
      Enumerating All Device Options
      Summary
         Chapter 4.  Show Something Onscreen!
      Creating Your Device
      Time to Render
      Loading and Rendering a Mesh
      Adding a Camera to Your Scene
      Summary
         Chapter 5.  Finishing Up the Support Code
      Understanding the High-Resolution Timer
      Handling Lost Devices
      Adding Frame Rate Output
      Designing a UI Screen
      Designing a Button
      Summary
         Chapter 6.  Implementing the User Interface
      Designing the Main Menu
      Plugging into the Game Engine
      Selecting Your Character (Loopy)
      Updating the Game Engine with This New Screen
      Summary
         Chapter 7.  Implementing the Player and Blocks
      Writing the Player Object
      Designing the Blocks
      Summary
         Chapter 8.  Implementing the Level Object
      Implementing the Level
      Controlling Player Movement
      Handling Level Updates
      Summary
         Chapter 9.  Putting the Pieces Together
      Including the Player
      Hooking Up the Level
      Implementing the Quit Screen
      Finishing Up
      Summary
   Part III.  Basic Math Principles
         Chapter 10.  A Quick 3D-Math Primer
      2D? 3D? What Are You Talking About?
      Using These 3D Points
      Manipulating 3D Objects
      Math Structures
      Vectors
      Matrices
      Summary
   Part IV.  Intermediate Graphics, Peer- to-Peer Networking, Game 2
         Chapter 11.  Now Let's Really Get Started
      TankersThe Next Game Idea
      Creating the Tankers Project
      Getting the Project Rendering
      Building an Object Pool for Textures
      Summary
         Chapter 12.  Developing a More Advanced User Interface
      Using Blockers Base Classes
      Adding New Base Classes
      Implementing the Main Screen
      Rendering Your 3D Model with Your User Interface
      Summary
         Chapter 13.  Rendering a Realistic Tank
      Understanding a Mesh Hierarchy
      Loading a Tank Hierarchy
      Rendering a Mesh Hierarchy
      Manipulating the Tanks
      Tank Properties
      Creating the Camera Class
      Summary
         Chapter 14.  The Sky? A Level? The Player!
      A World Without a Sky Would Be Black
      You Have a Sky, but the Tank Can't Drive There
      Someone Has to Control the Tanks
      IMoveableObject Indeed
      A Basic Collision Detection
      Summary
         Chapter 15.  Ready. Aim. Fire!
      Implementing the Ammunition Class
      A Bullets Collection
      Finishing Up the Player
      Adding Sound
      Summary
         Chapter 16.  Playing Alone Isn't Fun
      Using DirectPlay
      Hosting the Session
      Joining the Session
      The Event Handlers
      Sending and Receiving Data
      Summary
         Chapter 17.  Finally, Finishing Tankers
      Plugging into the Game Engine
      Rendering the Game
      Summary
   Part V.  Advanced Graphics, Client/Server Networking, Game 3
         Chapter 18.  Adding Special Effects
      Implementing a Basic Particle System
      Rendering the Particle System
      Putting the Pieces Together
      Summary
         Chapter 19.  Building Your Own Game
      Formulating the Idea
      Creating Your Project
      Designing the User Interface
      Summary
         Chapter 20.  The Programmable Pipeline
      Defining the Programmable Pipeline
      Using HLSL
      Writing a Vertex Shader
      Adding Realism Using Shading
      Adding the Pixel Shader
      Summary
         Chapter 21.  Controlling the Level of Detail
      Simplifying a Mesh
      Using a Simplification Mesh
      Controlling the Level of Detail Using a Progressive Mesh
      Summary
         Chapter 22.  Using Render Targets for Effects
      Rendering a Track and Multiple Go-Karts
      Creating Render Targets and Surfaces
      Rendering a Scene to a Render Target
      Displaying the Rear-View Mirror
      Summary
         Chapter 23.  Understanding the High-Level Shader Language
      Understanding Limits on Older Shader Models
      Adding Specular Highlights to Kart
      Making Specular Highlights Per Pixel
      Summary
         Chapter 24.  Performance Considerations
      The Event Model and Managed DirectX
      Native Assembly Generation
      The Horrors of Boxing
      The Speed of Managed DirectX
      Understanding the Cost of Methods
      Summary
   Part VI.  Appendix
         Appendix A.  Developing a Level Creator
      Writing the Level Creator
   Index



Beginning 3D Game Programming
Beginning 3D Game Programming
ISBN: 0672326612
EAN: 2147483647
Year: 2003
Pages: 191
Authors: Tom Miller

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