
3D Game programming with C++
Learn how to write 3D games with Directx API
Résumé
- Foreword by Andre LaMothe, bestselling author of
Black Art of 3D Game Programming (Waite Group Press)
and Game Programming for Dummies (IDG).
- Includes a full source code game engine written in
C++--a great value add to the book, since typically these
engines are expensive.
- Provides full source code and a detailed blueprint
for
building a professional-quality 3D game engine that
exploits DirectX high-performance features.
- Covers the hot new topic of creating artificial
characters
in 3D using AI techniques and realistic simulations.
- Presents advanced techniques on collision detection
and
rigid-body dynamics—key technologies for all “cutting-edge”
3D games.
- Includes a suite of professional-quality game
development
tools either written or hand picked by the
author—for everything from realistic 3D characters to game
backgrounds to awesome sound effects.
- Provides full C++ source code for sample games, which
can
be used as a model to develop new and exciting fast-action
3D games. - DirectX 7 SDK, filled with help files, tutorials, source code, and all the libraries and headers necessary to write DirectX 7-based games.
- Trial versions of trueSpace 4.3, the hottest 3D game
modeling tool on the market
Perfect sequel to Coriolis' bestselling Cutting-Edge 3D
Game Programming with C++ because it shows developers
how to create games for today's state-of-the-art PC
platforms and graphics accelerators.
All of the examples and source code presented are designed
to harness the power of Microsoft's latest version of
DirectX—a graphics programming API that greatly enhances
the development of high performance PC graphics.
The book covers the fundamental principles of 3D game development, vector and matrix mathematics, trigonometry, artificial intelligence, basic physics simulation, 3D collision detection and environmental sensing, 3D optimization techniques, the theory of sound, the architecture of Microsoft's Component Object Model (COM), and, most importantly, how to use and get the most out of DirectDraw, DirectInput, DirectSound, and Direct3D Immediate Mode -- the most important components of DirectX.
The text introduces each DirectX component with a clutter-free, easy-to-understand architectural overview, and then follows the overview with a step-by-step tutorial packed with source code examples. Once readers have exhausted the overviews and tutorials, they can turn to the four detailed, reader-friendly appendices that completely document the structures, functions, macros, and interfaces for DirectSound, DirectInput, and Direct3D Immediate Mode.
Content at a Glance
Part 1 The fondation of 3D Programming 11
Part 2 Programming with DirectX 307
Part 3 DirectX Reference 679
Part 4 Trig, points and vectors 769
L'auteur - John De Goes
is a freelance C/C++ programmer who specializes in 3D
game and game engine design. He has been developing
games
for over a decade and is the author of Coriolis?
bestselling Cutting-Edge 3D Game Programming with C++. He
has also written numerous articles
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Coriolis |
Auteur(s) | John De Goes |
Parution | 10/11/1999 |
Nb. de pages | 798 |
Format | 18,8 x 23,5 |
Poids | 1350g |
EAN13 | 9781576104002 |
Avantages Eyrolles.com
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