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Beginning game programming / Jonathan S. Harbour.

By: Material type: TextTextPublication details: Boston, Massachusetts : Thomson/Course Technology, c2007Edition: Second editionDescription: xx, 391 pages : illustrations ; 23 cmISBN:
  • 9781598632880
Subject(s): LOC classification:
  • QA 76.76.C672 .H37 2007
Contents:
Ch. 1. Getting started with Windows and DirectX -- Ch. 2. Windows programming basics -- Ch. 3. Windows messaging and event handling -- Ch. 4. real-time game loop -- Ch. 5. Your first DirectX graphics program -- Ch. 6. Bitmaps and surfaces -- Ch. 7. Drawing animated sprites -- Ch. 8. Advanced sprite programming -- Ch. 9. Jamming with DirectX audio -- Ch. 10. Handling input devices -- Ch. 11. Tile-based scrolling backgrounds -- Ch. 12. 3D graphics fundamentals -- Ch. 13. Creating your own 3D models with Anim8or -- Ch. 14. Working with 3D model files -- Ch. 15. Complete 3D game.
Summary: This book provides an introduction to the entire field of game programming. As readers work through the book, they will produce two working games: one in 2D and one in 3D--offering a good introduction to DirectX programming. Beginning with an introduction to basic Windows programming, this book quickly advances to the basics of DirectX programming, moving up from surfaces to textures and then to 3D models. This book offers coverage of the introductory concepts of game programming, paving the way for more advanced books on the subject. Readers will develop a working knowledge of the terminology and basics of game programming that will enable them to progress to more advanced game programming topics.
Item type: Books
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Holdings
Item type Current library Home library Collection Call number Copy number Status Date due Barcode
Books Books National University - Manila LRC - Main General Circulation Multimedia Arts and Animation GC QA 76.76.C672 .H37 2007 (Browse shelf(Opens below)) c.1 Available NULIB000002635

Includes index.

Ch. 1. Getting started with Windows and DirectX -- Ch. 2. Windows programming basics -- Ch. 3. Windows messaging and event handling -- Ch. 4. real-time game loop -- Ch. 5. Your first DirectX graphics program -- Ch. 6. Bitmaps and surfaces -- Ch. 7. Drawing animated sprites -- Ch. 8. Advanced sprite programming -- Ch. 9. Jamming with DirectX audio -- Ch. 10. Handling input devices -- Ch. 11. Tile-based scrolling backgrounds -- Ch. 12. 3D graphics fundamentals -- Ch. 13. Creating your own 3D models with Anim8or -- Ch. 14. Working with 3D model files -- Ch. 15. Complete 3D game.

This book provides an introduction to the entire field of game programming. As readers work through the book, they will produce two working games: one in 2D and one in 3D--offering a good introduction to DirectX programming. Beginning with an introduction to basic Windows programming, this book quickly advances to the basics of DirectX programming, moving up from surfaces to textures and then to 3D models. This book offers coverage of the introductory concepts of game programming, paving the way for more advanced books on the subject. Readers will develop a working knowledge of the terminology and basics of game programming that will enable them to progress to more advanced game programming topics.

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