Résumé
Get the scoop on DirectDraw, DirectInput physics
modeling, and more!
The one book you need to begin building your own games Game
programming is a challenge - even if you're a veteran C/C++
programmer. This friendly guide by a legendary game
developer delivers just what you need to get started on 2D
games.
Now revised to cover the latest DirectX and Windows
releases, it shows you step by step how to tackle
everything from graphics and sound to input and
installation - even games marketing!
All this on the bonus CD-ROM
* Microsoft DirectX application programming interface SDK
v. 8.1
* Paint Shop Pro evaluation version
* Examples, games, and source code from the book
* Plus bonus chapters
System Requirements: PC running Windows 9x/2000/Me/XP,
Windows NT 4 or later; 64MB of RAM, 128MB recommended. See
the About the CD Appendix for details and complete system
requirements.
Contents
- INTRODUCTION
- PART I: GETTING FAMILIAR WITH WINDOWS PROGRAMMING.
- Chapter 1: Setting Up for Windows 9x/XP/2000 Programming.
- Chapter 2: Exploring the Basics of Video Game Design.
- Chapter 3: The Nuts and Bolts of Windows 9x/XP/2000 Programming.
- Chapter 4: How to Handle Big Events.
- Chapter 5: Putting Windows GDI to Work: Drawing Text and Graphics.
- Chapter 6: Wrapping Up Windows 9x/XP/2000 Programming.
- PART II: JACKING IN WITH DIRECTX.
- Chapter 7: The Architecture of DirectX and the Dreaded COM.
- Chapter 8: Getting to Know DirectDraw.
- Chapter 9: Using the DirectDraw Crayons.
- Chapter 10: Digging into DirectDraw: Animation and Bitmaps.
- Chapter 11: Digging Deeper into Direct Draw: Advanced Features.
- Chapter 12: The GPDUMB Game Engine, Part I.
- PART III: The Rest of the Puzzle: SOUND, INPUT, AND SET UP.
- Chapter 13: Making Noise with DirectSound.
- Chapter 14: The Ins and Outs of DirectInput.
- Chapter 15: Click OK to Install: Using DirectSetup & Autoplay.
- Chapter 16: GPDUMB Part II-The Final Conflict.
- PART IV: THE GLUE OF GAMES
- Chapter 17: What goes Up Must Come Down: Physics Modeling.
- Chapter 18: Putting the Game Engine to Work with Underworld.
- Chapter 19: Marketing Your Madness.
- PART V: THE PART OF TENS.
- Chapter 20: Ten Basic Rules of Game Design
- Chapter 21: Ten Biggest Mistakes Game Programmers Make.
- Chapter 22: Ten Best Game Programming Resources on the Web.
- APPENDIX
L'auteur - André LaMothe
holds degrees in mathematics, computer science, and electrical engineering. He is the author of the best-selling books Tricks of the Game Programming Gurus, Teach Yourself Game Programming in 21 Days, and the Black Art of 3D Game Programming. Andre has also written numerous articles in Game Developer, Byte, Software Developer, and Circuit Cellar.
Caractéristiques techniques
PAPIER | |
Éditeur(s) | IDG |
Auteur(s) | André LaMothe |
Parution | 13/12/2002 |
Édition | 2eme édition |
Nb. de pages | 430 |
Format | 19 x 23,5 |
Couverture | Broché |
Poids | 715g |
Intérieur | Noir et Blanc |
EAN13 | 9780764516788 |
ISBN13 | 978-0-7645-1678-8 |
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