Chapter 3. Understanding the Sample FrameworkNow that the idea is complete, the object model has enough information, and you've laid out the specification, you're almost ready to jump into what you've been waiting for: actually writing the code for the game. Normally, you would need to write a lot of "boilerplate" code before you begin this development, which would include such things as enumerating through the devices on your system and picking the most appropriate one to render your scene, as well as creating and maintaining this device. Because the DirectX SDK Summer 2004 Update now includes a robust sample framework that is designed to be used directly by your code and that handles much of this work for you, you can save yourself a lot of time and hassle by simply using that. The examples in this book use this sample framework, so you will spend this chapter examining it. In this chapter, you'll learn
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