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foto:
http://images.kapaza.com/photoslarge/12100000/12198539.jpg
http://images.kapaza.com/photoslarge/12100000/12198539_2.jpg
meeneemprijs = 40 euro (exc. verzendkosten)
Doe het weg omdat ik nog geen tijd gevonden heb om er in te lezen.
Beschrijving:
If you have experience with C++ and DirectX and have always wanted to program your own game, this is the book for you. Programming a Multiplayer FPS in DirectX takes you from the basic game design to a fully functioning game! All of the source code, assets, and tools are included–you just work through the tutorial-based chapters and watch the game come to life as you develop it. And as new features are added, you can begin playing with them to see them in action.
Following a typical game development process, the book is separated into two distinct parts: Part One focuses on the design and development of the game engine, and Part Two concentrates on putting the game together using the engine. The theory has been kept to a minimum, so that you are following a hands-on approach and adding new functionality to your engine as you proceed. In the first part, you'll learn about the many facets of DirectX, C++, and object-oriented programming. You'll also learn how to design the engine and put the infrastructure into place. The next chapters will each add a new module to your engine including input, scripting, 3D rendering, sound, networking, and scene management. The second part covers the final development stages, including everything from game play to player management; it culminates with the complete multiplayer FPS game.
Key Features
Provides a detailed, step-by-step approach through the creation of a complete multiplayer FPS
Covers a variety of key topics beyond the basics needed for the game creation, including occlusion culling and scene management
Prepares users with the skills needed to code using the latest DirectX API
Includes a companion CD-ROM with all the source code and assets for the complete game, the DirectX SDK, and other useful tools
On the CD:
All of the source code and assets used to create the complete game
The DirectX SDK 9.0c installation package used to develop the code in the book
Panda DirectX Exporter to use in conjunction with 3ds max to produce meshes in .x file format
Paint Shop Pro fullfeatured, trial version– great for creating textures
Improved Collision Detection Article provides more details about the collision detection algorithm used in the sample game
About the Author
Vaughan Young (Queensland, Australia) is an experienced C++ and DirectX programmer. His degree in IT is complemented by further studies in software development, focusing primarily on game development. Currently, he operates his own software development business, producing and managing software solutions. On the side he maintains his own Web site dedicated to his passion for computer game development.
Table of Contents
Acknowledgments
Introduction
Part I. The Engine
1. Engine Design
2. Framework
3. Engine Control
4. Scripting
5. Rendering
6. Sound
7. Networking
8. Materials and Meshes
9. Objects
10. Scene Management
Part II. The Game
11. Foundations
12. Players
13. Weapons
Appendix A: About the CD-ROM
Appendix B: Competition
Index
foto:
http://images.kapaza.com/photoslarge/12100000/12198539.jpg
http://images.kapaza.com/photoslarge/12100000/12198539_2.jpg
meeneemprijs = 40 euro (exc. verzendkosten)
Doe het weg omdat ik nog geen tijd gevonden heb om er in te lezen.
Beschrijving:
If you have experience with C++ and DirectX and have always wanted to program your own game, this is the book for you. Programming a Multiplayer FPS in DirectX takes you from the basic game design to a fully functioning game! All of the source code, assets, and tools are included–you just work through the tutorial-based chapters and watch the game come to life as you develop it. And as new features are added, you can begin playing with them to see them in action.
Following a typical game development process, the book is separated into two distinct parts: Part One focuses on the design and development of the game engine, and Part Two concentrates on putting the game together using the engine. The theory has been kept to a minimum, so that you are following a hands-on approach and adding new functionality to your engine as you proceed. In the first part, you'll learn about the many facets of DirectX, C++, and object-oriented programming. You'll also learn how to design the engine and put the infrastructure into place. The next chapters will each add a new module to your engine including input, scripting, 3D rendering, sound, networking, and scene management. The second part covers the final development stages, including everything from game play to player management; it culminates with the complete multiplayer FPS game.
Key Features
Provides a detailed, step-by-step approach through the creation of a complete multiplayer FPS
Covers a variety of key topics beyond the basics needed for the game creation, including occlusion culling and scene management
Prepares users with the skills needed to code using the latest DirectX API
Includes a companion CD-ROM with all the source code and assets for the complete game, the DirectX SDK, and other useful tools
On the CD:
All of the source code and assets used to create the complete game
The DirectX SDK 9.0c installation package used to develop the code in the book
Panda DirectX Exporter to use in conjunction with 3ds max to produce meshes in .x file format
Paint Shop Pro fullfeatured, trial version– great for creating textures
Improved Collision Detection Article provides more details about the collision detection algorithm used in the sample game
About the Author
Vaughan Young (Queensland, Australia) is an experienced C++ and DirectX programmer. His degree in IT is complemented by further studies in software development, focusing primarily on game development. Currently, he operates his own software development business, producing and managing software solutions. On the side he maintains his own Web site dedicated to his passion for computer game development.
Table of Contents
Acknowledgments
Introduction
Part I. The Engine
1. Engine Design
2. Framework
3. Engine Control
4. Scripting
5. Rendering
6. Sound
7. Networking
8. Materials and Meshes
9. Objects
10. Scene Management
Part II. The Game
11. Foundations
12. Players
13. Weapons
Appendix A: About the CD-ROM
Appendix B: Competition
Index