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Introduction To 3d Programming With Directx 10 Pdf

EBOOK SYNOPSIS:Advanced 3D Game Programming with DirectX 10.0 provides a guide to developing cutting-edge games using DirectX 10.0. Beginning with the foundations of 3D math and the components of DirectX, programmers new to graphics and game programming will learn how to implement networking, collision detection, and multithreading. Full source code is provided for the examples and for the client/server networked 3D first-person game that brings together many of the techniques discussed in the book.

  1. Introduction To 3d Game Programming With Directx 10 Frank Luna Pdf

Learn how to acquire input from the user through the keyboard and mouse; simulate intelligence using steering algorithms and motivation engines; render using HLSL shaders; use advanced 3D techniques such as forward and inverse kinematics, subdivision surfaces, and radiosity lighting; manage scenes via portal rendering. EBOOK SYNOPSIS:Introduction to 3D Game Programming with DirectX 10 provides an introduction to programming interactive computer graphics, with an emphasis on game development, using DirectX 10. The book is divided into three main parts. Part I explores basic mathematical tools, Part II shows how to implement fundamental tasks in Direct3D, and Part III demonstrates a variety of techniques and special effects. With this book understand how vectors, matrices, and transfomations are used in the creation of computer games; discover how to implement lighting, texture mapping, blending, and stenciling to increase the realism of your scenes; explore techniques for creating special effects, including terrain rendering, shadow mapping, particle systems, and reflections; learn about new Direct3D 10 features such as geometry shaders, the stream out pipeline stage, texture arrays, and primitive IDs; test your knowledge and programming skills with the end-of-chapter exercises. EBOOK SYNOPSIS:RPG Programming Using XNA Game Studio 3.0 provides detailed information on role-playing games (RPGs) and how to create them using Microsoft’s XNA Game Studio 3.0.

The book examines the history of the genre and takes a piece-by-piece approach to producing a 2D tile-based game, demonstrating how to create the various components that make up an RPG and implement them using C# and XNA Game Studio 3.0. By the end of the book, readers will have built a complete toolset that can be used to create data for their own RPGs.

Learn how to:. Creating the characters and monsters that populate RPG worlds. Add stats and skills to allow game entities to perform actions. Populate the game world with items and treasures. Construct a conversation editor to add another degree of interaction.

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Create a multiple-step quest system to give players goals to research during gameplay. Creating a tile engine for displaying the world Populating the game world with items and treasure. Implementing a sound and music system. Adding multiplayer support. EBOOK SYNOPSIS:Today is the greatest time in history to be in the game business. We now have the technology to create games that look real! Sony's Playstation II, XBOX, and Game Cube are cool!

But, all this technology isn't easy or trivial to understand - it takes really hard work and lots of Red Bull. The difficulty level of game programming has definitely been cranked up these days in relation to the skill set needed to make games. Andre LaMothe's follow-up book to Tricks of the Windows Game Programming Gurus is the one to read for the latest in 3D game programming. When readers are finished with Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization, they will be able to create a full 3D texture-mapped, lit video game for the PC with a software rasterizer they can write themselves. Moreover, they will understand the underlying principles of 3D graphics and be able to better understand and utilize 3D hardware today and in the.

Introduction To 3d Programming With Directx 10 Pdf

EBOOK SYNOPSIS:Essential XNA Game Studio 2.0 Programming provides both hobbyists and experienced programmers with the information they need to take advantage of Microsoft s powerful XNA Framework and XNA Game Studio to produce professional-level games for both the PC and the Xbox 360. Beginners learn the fundamentals of 2D game development, creating a complete top-down shooter.

Intermediate and advanced users can jump right into 3D game development and create a version of the 3D game that takes advantage of hardware acceleration using High-Level Shader Language (HLSL). Learn how to build an input system to receive events from devices; use the Microsoft Cross-Platform Audio Creation Tool (XACT) to integrate sounds and music into your game; design difficulty systems to tailor your game to players with different skill levels; create a multiplayer game using the networking features of the XNA Framework; implement an achievement system to provide incentive for continued play of your game.' EBOOK SYNOPSIS:You haven't experienced the full potential of Xbox 360 or Windows until you've created your own homebrewed games for these innovative systems. With Microsoft's new XNA Framework, the only thing limiting you is your imagination. Now professional game developer and Microsoft DirectX MVP Benjamin Nitschke shows you how to take advantage of the XNA Game Studio Express tools and libraries in order to build cutting-edge games.

Whether you want to explore new worlds or speed down a city block in a souped up dragster, this book will get you up and running quickly. You'll learn how to implement 3D models, generate huge landscapes, map cool-looking shaders to your 3D objects, and much more. Nitschke also steps you through the development of your first fully functional racing game. You'll then be able to apply this information as you write your own XNA cross-platform games. What you will learn from this book Tricks for managing the game engine and user interface How to program an old school shooter game and space adventure Tips for improving racing game logic and expanding your game ideas Methods for integrating amazing visual effects using advanced shader techniques Steps for adding sound and music with XACT-bringing your game to life How to fine-tune and debug your game for optimal performance Who this book is for This book is for anyone who wants to write their own games for the Xbox 360 or Windows platforms. You should have some experience coding with C# or a similar.NET language.

Wrox Professional guides are planned and written by working programmers to meet the real-world needs of programmers, developers, and IT professionals. Focused and relevant, they address the issues technology professionals face every day. They provide examples, practical solutions, and expert education in new technologies, all designed to help programmers do a better job. EBOOK SYNOPSIS:Every advanced undergraduate and graduate student of physics must master the concepts of vectors and vector analysis. Yet most books cover this topic by merely repeating the introductory-level treatment based on a limited algebraic or analytic view of the subject.

Introduction To 3d Game Programming With Directx 10 Frank Luna Pdf

Geometrical Vectors introduces a more sophisticated approach, which not only brings together many loose ends of the traditional treatment, but also leads directly into the practical use of vectors in general curvilinear coordinates by carefully separating those relationships which are topologically invariant from those which are not. Based on the essentially geometric nature of the subject, this approach builds consistently on students' prior knowledge and geometrical intuition. Written in an informal and personal style, Geometrical Vectors provides a handy guide for any student of vector analysis. Clear, carefully constructed line drawings illustrate key points in the text, and problem sets as well as physical examples are provided.

Author by: Frank LunaLanguage: enPublisher by: Stylus Publishing, LLCFormat Available: PDF, ePub, MobiTotal Read: 54Total Download: 401File Size: 49,7 MbDescription: This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores.

The book covers modern special effects and techniques such as hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character animation. Includes a companion DVD with code and figures. EBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at info@merclearning.com.

Author by: Frank LunaLanguage: enPublisher by: Jones & Bartlett PublishersFormat Available: PDF, ePub, MobiTotal Read: 24Total Download: 497File Size: 46,9 MbDescription: Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. The book is divided into three parts that explain basic mathematical and 3D concepts, show how to describe 3D worlds and implement fundamental 3D rendering techniques, and demonstrate the application of Direct3D to create a variety of special effects. Author by: Frank LunaLanguage: enPublisher by: Jones & Bartlett PublishersFormat Available: PDF, ePub, MobiTotal Read: 12Total Download: 336File Size: 49,7 MbDescription: Introduction to 3D Game Programming with DirectX 10 provides an introduction to programming interactive computer graphics, with an emphasis on game development, using DirectX 10. The book is divided into three main parts.

Part I explores basic mathematical tools, Part II shows how to implement fundamental tasks in Direct3D, and Part III demonstrates a variety of techniques and special effects. With this book understand how vectors, matrices, and transfomations are used in the creation of computer games; discover how to implement lighting, texture mapping, blending, and stenciling to increase the realism of your scenes; explore techniques for creating special effects, including terrain rendering, shadow mapping, particle systems, and reflections; learn about new Direct3D 10 features such as geometry shaders, the stream out pipeline stage, texture arrays, and primitive IDs; test your knowledge and programming skills with the end-of-chapter exercises. Author by: Frank LunaLanguage: enPublisher by: Stylus Publishing, LLCFormat Available: PDF, ePub, MobiTotal Read: 68Total Download: 904File Size: 55,5 MbDescription: This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. Includes a companion CD-ROM with code and figures.

EBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at info@merclearning.com.