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Beginning 3D Game Programming
Beginning 3D Game Programming
ISBN: 0672326612
EAN: 2147483647
Year: 2003
Pages: 191
Authors:
Tom Miller
BUY ON AMAZON
Beginning 3D Game Programming
Table of Contents
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?
PartI.Introduction to Microsoft .NET
Chapter1.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
PartII.Introducing Graphics, Game 1
Chapter2.Planning Your First Game
Coming Up with the Game Idea
Understanding the Need for a 3D Game
The Specification
Summary
Chapter3.Understanding the Sample Framework
Creating Your Project
Enumerating All Device Options
Summary
Chapter4.Show Something Onscreen
Creating Your Device
Time to Render
Loading and Rendering a Mesh
Adding a Camera to Your Scene
Summary
Chapter5.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
Chapter6.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
Chapter7.Implementing the Player and Blocks
Writing the Player Object
Designing the Blocks
Summary
Chapter8.Implementing the Level Object
Implementing the Level
Controlling Player Movement
Handling Level Updates
Summary
Chapter9.Putting the Pieces Together
Including the Player
Hooking Up the Level
Implementing the Quit Screen
Finishing Up
Summary
PartIII.Basic Math Principles
Chapter10.A Quick 3D-Math Primer
2D? 3D? What Are You Talking About?
Using These 3D Points
Manipulating 3D Objects
Math Structures
Vectors
Matrices
Summary
PartIV.Intermediate Graphics, Peer- to-Peer Networking, Game 2
Chapter11.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
Chapter12.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
Chapter13.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
Chapter14.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
Chapter15.Ready. Aim. Fire
Implementing the Ammunition Class
A Bullets Collection
Finishing Up the Player
Adding Sound
Summary
Chapter16.Playing Alone Isn t Fun
Using DirectPlay
Hosting the Session
Joining the Session
The Event Handlers
Sending and Receiving Data
Summary
Chapter17.Finally, Finishing Tankers
Plugging into the Game Engine
Rendering the Game
Summary
PartV.Advanced Graphics, ClientServer Networking, Game 3
Chapter18.Adding Special Effects
Implementing a Basic Particle System
Rendering the Particle System
Putting the Pieces Together
Summary
Chapter19.Building Your Own Game
Formulating the Idea
Creating Your Project
Designing the User Interface
Summary
Chapter20.The Programmable Pipeline
Defining the Programmable Pipeline
Using HLSL
Writing a Vertex Shader
Adding Realism Using Shading
Adding the Pixel Shader
Summary
Chapter21.Controlling the Level of Detail
Simplifying a Mesh
Using a Simplification Mesh
Controlling the Level of Detail Using a Progressive Mesh
Summary
Chapter22.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
Chapter23.Understanding the High-Level Shader Language
Understanding Limits on Older Shader Models
Adding Specular Highlights to Kart
Making Specular Highlights Per Pixel
Summary
Chapter24.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
PartVI.Appendix
AppendixA.Developing a Level Creator
Writing the Level Creator
Index
SYMBOL
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
Beginning 3D Game Programming
ISBN: 0672326612
EAN: 2147483647
Year: 2003
Pages: 191
Authors:
Tom Miller
BUY ON AMAZON
Interprocess Communications in Linux: The Nooks and Crannies
Introduction
Process ID
Lock Files
Thread-Specific Data
Summary
Excel Scientific and Engineering Cookbook (Cookbooks (OReilly))
Defining Variables
Rounding and Truncating Numbers
Dealing with Double Integrals
Understanding Solver Reports
Considering Cash Flow Alternatives
Ruby Cookbook (Cookbooks (OReilly))
Finding Mean, Median, and Mode
Creating and Invoking a Block
Internet Services
A Real-World HTTP Client
Storing Data on Distributed RAM with MemCached
Microsoft WSH and VBScript Programming for the Absolute Beginner
Overview of the Windows Script Host
Using Procedures to Organize Scripts
Handling Script Errors
Using the Windows Registry to Configure Script Settings
Combining Different Scripting Languages
802.11 Wireless Networks: The Definitive Guide, Second Edition
Introduction to Wireless Networking
Control Frames
ERP Physical Medium Dependent (PMD) Layer
Using 802.11 Access Points
General Functions of an Access Point
Digital Character Animation 3 (No. 3)
Chapter Two. Modeling Characters
Hierarchies and Character Animation
The Mechanics of Walking
Chapter Nine. Acting
Acting and the Body
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