TY - BOOK AU - Engel,Wolfgang F. AU - Geva,Amir TI - Beginning Direct3D game programming SN - 0761531912 U1 - 794.81526 PY - 2001/// CY - Roseville, Calif. PB - Prima Tech KW - Direct3D KW - Computer games KW - Programming KW - Three-dimensional display systems N1 - Introduction. - Pt. 1. DirectX Graphics: Don't Hurt Me. Ch. 1. History of Direct3D/DirectX Graphics. Ch. 2. Overview on DirectX Graphics/HAL/COM. Ch. 3. C++/COM Programming Rules for DirectD. - Ch. 4. Geometry/Shading/Texture Mapping Basics. Ch. 5. The Basics. Ch. 6. First Steps to Animation. - Pt. II Knee-Deep in DirectX Graphics Programming. Ch. 7. Texture Mapping Fundamentals. Ch. 8. Using Multiple Textures. - Pt. III. Hardcore DirectX Graphics Programming. Ch. 9. Working with Files. Ch. 10. Quake 3 Model Files. Ch. 11. Game Physics (written by Amir Geva). Ch. 12. Collision Detection (written by Amir Geva). - Pt. IV. Appendices. - Appendix A. Windows Game Programming Foundation. - Appendix B: C++ Primer. - Appendix C. The Common Files Framework. - Appendix D: Mathematic Primer. - Appendix E. Game Programming . - Resource. - Index; Accompanied by : 1 computer optical disc (4 3/4 in.) N2 - " Beginning Direct3D Game Programming covers all of the elements that are necessary to create a Direct3D game for your PC! You will learn the essentials of Direct3D game programming, including basic algorithms, texture mapping basics, 3D maths, 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 basics to hardcore Direct3D game programming in a matter of pages! " - Back cover ER -