Beginning Direct3D game programming / Wolfgang F. Engel, Amir Geva.
By: Engel, Wolfgang F.
Contributor(s): Geva, Amir [(j.a.)].
Series: Prima Tech's game development series / series editor Andre LaMothe. Publisher: Roseville, Calif. : Prima Tech, c2001Description: xxii, 504 p. : ill. ; 24 cm.ISBN: 0761531912.Subject(s): Direct3D | Computer games -- Programming | Three-dimensional display systemsDDC classification: 794.81526Item type | Current location | Call number | Copy number | Status | Notes | Date due | Barcode | Remark |
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Accompanying Material (Media Resource) | TU External Storage-LCS | 794.81526 ENG (Browse shelf) | 1 | Available | SOCIT,15010,03,GR | 1000108831 | Please fill up online form at https://taylorslibrary.taylors.edu.my/services/external_storage1 | |
Accompanying Material (Media Resource) | TU External Storage-LCS | 794.81526 ENG (Browse shelf) | 1 | Available | SOCIT,15010,03,GR | 1000108761 | Please fill up online form at https://taylorslibrary.taylors.edu.my/services/external_storage1 |
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.
" 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.
Accompanied by : 1 computer optical disc (4 3/4 in.)