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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
MySQL Cookbook
Creating a Database and a Sample Table
Numbering Query Output Lines
Validation by Direct Comparison
The Effect of Record Deletions on Sequence Generation
C.4. Python Resources
GO! with Microsoft Office 2003 Brief (2nd Edition)
Problem Solving
Objective 2. Change and Reorganize Text
GO! with Help
Concepts Assessments
Skill Assessments
Wireless Hacks: Tips & Tools for Building, Extending, and Securing Your Network
Hack 33. Watch Network Traffic
Hack 79. Advertise Any Service with Bonjour in Mac OS X
Hack 87. Primestar Dish with Waveguide Feed
Hack 88. Primestar Dish with Biquad Feed
Section A.7. 900 MHz: Low Speed, Better Coverage
What is Lean Six Sigma
Key #1: Delight Your Customers with Speed and Quality
Key #2: Improve Your Processes
Key #3: Work Together for Maximum Gain
The Experience of Making Improvements: What Its Like to Work on Lean Six Sigma Projects
Six Things Managers Must Do: How to Support Lean Six Sigma
Quantitative Methods in Project Management
Introduction to Probability and Statistics for Projects
Making Quantitative Decisions
Expense Accounting and Earned Value
Special Topics in Quantitative Management
Quantitative Methods in Project Contracts
.NET-A Complete Development Cycle
Design of the Photo Editor Application
Requirements for Image Postprocessing Components
Analysis of the Image Postprocessing Requirements
Breakdown of the Code Modules
Product Release
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