In Brief

  • Use the mesh classes to render the game objects.

  • Check certain device capabilities.

  • Basic user input.

  • Design a scoring system.

  • Putting it all together.

See if you can beat my best score in Figure 6.1.

Figure 6.1. The completed game.

graphics/06fig01.jpg

In the next chapter, we will discuss using advanced mesh features.



Managed DirectX 9 Graphics and Game Programming, Kick Start
Managed DirectX 9 Kick Start: Graphics and Game Programming
ISBN: B003D7JUW6
EAN: N/A
Year: 2002
Pages: 180
Authors: Tom Miller

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