Beginning DirectX 10 Game Programming by Wendy Jones PDF

By Wendy Jones

ISBN-10: 1598633619

ISBN-13: 9781598633610

Observe the interesting global of online game programming and 3D pix production utilizing DirectX 10! "Beginning DirectX 10 video game Progmramming" is an introductory advisor to making fabulous snap shots, remarkable creatures, and sensible worlds for video games. Written particularly for the newbie programmer, the e-book makes use of step by step directions to educate the fundamentals of DirectX 10, introducing talents that may be utilized to making video games for either notebook and online game console systems. you will begin via studying tips to set up the DirectX SDK and the way to get your first program up and operating. From there you will be brought to the 2nd and 3D portraits parts of DirectX permitting you to attract lively sprites and create 3D items. placed your new abilities to the attempt with a last, hands-on venture that exhibits the right way to collect every little thing you have realized. in case you have a uncomplicated wisdom of C++ and 3D math innovations then you definately are able to tips on how to application outstanding 3D video game portraits with "Beginning DirectX 10!"

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The back buffer can just be considered another texture resource and Direct3D provides functions for copying data between textures. The function CopyResource allows the full contents from one resource to be copied into another. This is useful when you need a background image copied in full. Direct3D also provides the CopySubresourceRegion function. This function allows for the copying of rectangular image chunks between resources. The CopySubresourceRegion function takes eight parameters. The first parameter is the pointer to the destination texture resource.

Occasionally you’ll see formats that specify the same number of bits for each component but have a different extension to them. For instance, both DXGI_FORMAT_R32G32B32A32_FLOAT and DXGI_FORMAT_R32G32B32A32_UINT reserve the same number of bits for each component but also specify the type of data contained in those bits. These are considered fully typed formats. Formats that don’t declare a type are called typeless formats. They reserve the same number of bits for each component, but don’t care what type of data is contained, such as DXGI_FORMAT_R32G32B32A32_TYPELESS.

A full code example is in the Chapter3/example1 directory on the CD-ROM. Sprites 2D games just wouldn’t be the same without sprites. Before you start thinking soda or fairies, sprites are 2D graphical representations of characters or objects within a game. 4 An example of a sprite. presented on-screen using a sprite. Sprites are one of the most widely used and easily understood aspects of 2D game programming. 4 shows an example of a sprite created from a colored rectangle. Sprites come in all different sizes, but tend to come in only one shape, rectangular.

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Beginning DirectX 10 Game Programming by Wendy Jones


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