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Beginning Direct3D Game Programming
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Beginning Direct3D Game Programming

Beginning Direct3D Game Programming

Wolfgang Friedrich Engel, Amir Geva

503 pages, parution le 01/05/2001

Résumé

Create exhilarating 3D game graphics!

Beginning Direct3D® Game Programming covers all of the elements that are neccessary to create a Direct3D game for your PC! You will learn the essentials of Direct3D game programming, including basic algorithms, texture mapping basics, 3D math, lighting, use of depth buffers, and much more! This book also covers the Transformation & Lighting Pipeline and how to use it to map texture objects with different effects as well as different file formats and how to integrate them into your game engines. You'll go from the basic to hardcore Direct3D game programming in a matter of pages!

What's on the CD:

  • Microsoft® DirectX® 8 Software Development Kit
  • Truespaces Demo Version
  • 30-Day Trial Version of Jasc® Paint Shop Pro® 7
  • Games
  • Source Code from the Book
Contents

Introduction

Part I: DirectX Graphics: Don't Hurt Me

Chapter 1: History of Direct3D/DirectX Graphics

Chapter 2: Overview of DirectX Graphics/HAL/COM
Direct3D HAL
Pluggable Software Devices
Reference Rasterizer
Controlling Devices
COM

Chapter 3: C/C++ and COM Programming Rules for Direct3D
Code Style
Debugging DirectX
Return Codes

Chapter 4: Geometry/Shading/Texture-Mapping Basics
Orientation
Faces
Normals
Normals and Gouraud Shading
Texture-Mapping Basics

Chapter 5: The Basics
The DirectX Graphics Common Architecture
Basic Example

OneTimeSceneInit()
InitDeviceObjects()
RestoreDeviceObjects()
FrameMove()
Render()
InvalidateDeviceObjects()
DeleteDeviceObjects()
FinalCleanup()
Basic2 Example
InitDeviceObjects()
RestoreDeviceObjects()
Render()
InvalidateDeviceObjects()
DeleteDeviceObjects()
FinalCleanup()
Basic3 Example
RestoreDeviceObjects()
Render()
InvalidateDeviceObjects()

Chapter 6: First Steps to Animation
The Third Dimension
Transformation Pipeline
Transformation Math
Matrices

The World Matrix
The View Matrix
Camera Rotation about a Camera Axis
Camera Rotation with Quaternions
The Projection Matrix
Lighting
Material
Lighting Models
Vertex Color (Optional)
Depth Buffering
Down to the Code
OneTimeSceneInit()
InitDeviceObjects()
RestoreDeviceObjects()
FrameMove()
Render()
InvalidateDeviceObjects()
DeleteDeviceObjects()
FinalCleanup()
Next Steps to Animation
RestoreDeviceObjects()
FrameMove()
More Enhancements
Quiz
Additional Resources

Part II: Knee-Deep in DirectX Graphics Programming

Chapter 7: Texture-Mapping Fundamentals
Texture Coordinates
Texture-Addressing Modes

Wrap Texture-Addressing Mode
Mirror Texture-Addressing Mode
Clamp Texture-Addressing Mode
Border Color Texture-Addressing Mode
MirrorOnce Texture-Addressing Mode
Texture Wrapping
Texture Filtering and Texture Anti-Aliasing
Mipmaps
Nearest-Point Sampling
Linear Texture Filtering
Anisotropic Filtering
Full-Scene Anti-Aliasing
Alpha Blending

Chapter 8: Using Multiple Textures
Color Operations

Dark Mapping
Animating the Dark
Blending a Texture with Material Diffuse Color
Dark Map Blended with Material Diffuse Color
Glow Mapping
Detail Mapping
Alpha Operations
Modulate Alpha
Environment Mapping
Spherical Environment Mapping
Cubic Environment Mapping
RestoreDeviceObjects()
RenderSceneIntoCube()
RenderScene()
ConfirmDevice()
Bump Mapping
ApplyEnvironmentMap()
InitBumpMap()
Render()
ConfirmDevice()
Dot Product Texture Blending
InitDeviceObjects()
Render()
Multitexturing Support
Texture Management
Quiz
Additional Resources
Anisotropy
Detail Mapping
Cubic Environment Mapping
Stencil Buffers
Bump Mapping
Dot Product Texture Blending

Part III: Hard-Core Direct X Graphics Programming

Chapter 9: Working with Files
Building Worlds with X Files

3-D File Formats
X File Format
Header
Mesh
MeshMaterialList
Normals
Textures
Transformation Matrices
Animation
Using X Files
The Example
InitDeviceObjects()
RestoreDeviceObjects() and InvalidateDeviceObjects()
Render()
Extending X Files
Additional Resources

Chapter 10: Quake III Model Files
Files of the Trade
Animation.cfg
The .skin File
Textures and the Shader File
Custom Sounds
The .md3 Format

Md3.h
Md3.cpp
CreateModel()
CreateTextures()
CreateVB()
Render()
DeleteTextures()
DeleteVB()
DeleteModel()
Md3view.cpp
OneTimeSceneInit()
InitDeviceObjects()
Render()
DeleteDeviceObjects()
FinalCleanup()
MsgProc()
Additional Resources

Chapter 11: Game Physics (written by Amir Geva)
3-D Math
Newton's Laws
Calculating the Frame Time
Air Resistance
Static Friction
Kinetic Friction

Chapter 12: Collision Detection (written by Amir Geva)
The Most Basic Optimization
Bounding Volumes
2-D Collision Detection

Brute Force
Bit Arrays
Sprite Bounds
Group Processing
Axis Sort
Grid
Static Objects
Automatic Transparent Static Marking
3-D Collision Detection
Dealing with this Complex Problem
Portals
Calculating Distance of Cylinder from Wall
BSP (binary space partitioning)
Sliding Off Walls
3-D Mesh Collision Detection
Bounding Volumes
Convexity of Models
Convex Models Intersection
Concave Models Intersection
Axis Aligned Bounding Boxes
Axis Aligned Bounding Boxes Tree
How to Divide the Box
Oriented Box Intersections
Triangle Intersection
Using ColDet with DirectX 8.0
Collision Reaction
3-D Object Group Processing
Quiz
Additional Resources

Part IV: Appendixes

Appendix A: Windows Game Programming Foundation
How to Look through a Window
How Windows 95/98/ME/NT/2000
Interacts with Your Game
The Components of a Window
A Window Skeleton

Step 1: Define a Window Class
Windows Data Types
Step 2: Register the Window Class
Step 3: Creating a Window of that Class
Step 4: Display the Window
Step 5: Create the Message Loop
The Window Procedure
A Window Skeleton Optimized for Games
Windows Resources
Additional Resources

Appendix B: C++ Primer
What's Object-Oriented Programming?

Abstraction
Classes
Encapsulation
Declaring a Class
Constructor
Destructor
This Pointer
Class Hierarchies and Inheritance
Inheriting Code
Inheriting an Interface
Virtual Functions
Polymorphism
Inline Functions
C++ Enhancements to C
Default Function Arguments
Placement of Variable Declarations
Const Variable
Enumeration
Function Overloading and Operator Overloading
Function Overloading
Operator Overloading
Additional Resources

Appendix C: The Common Files Framework
Create()

Step 1: Create the Direct3D Object with Direct3DCreate8()
Step 2: Search for the Proper Device Driver with the Help of BuildDeviceList()
Step 1 in BuildDeviceList()
Step 2 in BuildDeviceList()
Step 3: Create a Window with CreateWindow()
Step 4: Initialize the Geometry Data of your Game with OneTimeScene Init()
Step 5: Initialize the 3-D Environment with Initialize3DEnvironment()
Step 1 in Initialize3DEnvironment()
Step 2 in Initialize3DEnvironment(): CreateDevice()
Step 3 in Initialize3DEnvironment(): SetWindowPos()
Step 4 in Initialize3DEnvironment(): GetDeviceCaps()
Step 5 in Initialize3DEnvironment(): GetDesc()
Step 6 in Initialize3DEnvironment(): D3DUtil_SetDeviceCursor()
Step 7 in Initialize3DEnvironment(): Initialize the Application's Device Objects
Step 8 in Initialize3DEnvironment()
Step 6: Starting the Timer with DXUtil_Timer()
Run()
Step 1 in Render3DEnvironment(): TestCooperativeLevel() and Resize3DEnvironment()
Step 2 in Render3DEnvironment(): FrameMove()
Step 3 in Render3DEnvironment(): Render()
Step 4 in Render3DEnvironment(): Fill the Frame Count String
Step 5 in Render3DEnvironment(): Present()
MsgProc()

Appendix D: Mathematics Primer
Points in 3-D
Vectors

Bound Vector
Free Vector
Vector Addition: U + V
Vector Subtraction: U - V>
Vector Multiplication
Scalar Product
Dot Product
Cross Product
Unit Vector
Matrices
Multiplication of a Matrix with a Vector
Matrix Addition and Subtraction
Matrix Multiplication
Translation Matrix
Scaling Matrix
Rotation Matrices
Rotation about the y-axis
Rotation about the x-axis
Rotation about the z-axis

Appendix E: Game Programming Resources
General
DirectX Graphics
FAQ

L'auteur - Wolfgang Friedrich Engel

Wolfgang Friedrich Engel is CEO of SoftGroup GmbH and SoftGroup Polska, which offer IT and Game Development Services. These companies produce 3-D animations for marketing and advertising activities. Wolfgang holds lectures and workshops on Direct3D programming worldwide and writes tutorials on Direct3D, which are presented at www.gamedev.net as well as his own Web site, www.directxgraphics.net. He has worked with such programming languages as C, C++, Java, JavaScript, ASP, HTML, SGML, and a few other scripting languages. He holds degrees in Law and Computer Programming.

L'auteur - Amir Geva

Amir Geva works for the IBM Haifa Research Lab in Israel. Amir graduated from The Technion in Haifa, Israel, with a degree in Computer Engineering. He is the owner of The Photon Effect, which includes a game programming SDK and ColDet, a 3D Collision Detection Library.

Caractéristiques techniques

  PAPIER
Éditeur(s) Prima Publishing
Auteur(s) Wolfgang Friedrich Engel, Amir Geva
Parution 01/05/2001
Nb. de pages 503
Format 18,8 x 23,2
Couverture Broché
Poids 885g
Intérieur Noir et Blanc
EAN13 9780761531913

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