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Download PDF Tricks of the Windows Game Programming Gurus fundamentals of 2D and 3D Game Programming by André Lamothe



Sinopsis

A long time ago, in a galaxy far, far, away, I wrote a book about game programming called Tricks of the Game Programming Gurus. For me, it was an opportunity to create something that I had always wanted—a book that taught the reader how to make games. Anyway, it’s been a few years and I’m a little older and wiser, and I have definitely learned a lot of tricks <BG>. This book is going to continue where the old book left off. I’m going to cover every major topic in game programming that I can fit within the binding of this bad boy!
 
However, as usual, I’m not going to assume that you are already a master programmer or that you even know how to make games. This book is for beginners as well as advanced game programmers. Nonetheless, the tempo is going to be fierce, so don’t blink!
 
Today is probably the coolest time in history to be in the game business. I mean, we now have the technology to create games that do look real! Imagine what will come next? But all this technology isn’t easy to understand or trivial—it takes hard work. These days the bar has definitely been raised on the skill set needed to make games. But if you’re reading this, you are probably one of those people who like a challenge, right? Well, you came to right place, because when you’re done with this book you will be able to create a full 3D, texture-mapped, professionally lit video game for the PC. Moreover, you will understand the underlying principles of artificial intelligence, physics modeling, game algorithms, 2D/3D graphics, and be able to use 3D hardware today and in the future.




Content


  1. Windows Programming Foundations
  2. Journey into the Abyss
  3. The Windows Programming Model
  4. Advanced Windows Programming
  5. Windows GDI, Controls, and Last-Minute Gift Ideas
  6. DirectX and 2D Fundamentals
  7. DirectX Fundamentals and the Dreaded COM
  8. First Contact: DirectDraw
  9. Advanced DirectDraw and Bitmapped Graphics
  10. Vector Rasterization and 2D Transformations
  11. Uplinking with DirectInput and Force Feedback
  12. Sounding Off with DirectSound and DirectMusic
  13. Hardcore Game Programming
  14. Algorithms, Data Structures, Memory Management, and Multithreading
  15. Making Silicon Think with Artificial Intelligence
  16. Playing God: Basic Physics Modeling
  17. Putting It All Together: You Got Game!

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