Beginning DirectX 9

Author:   Wendy Jones
Publisher:   Thomson Learning
ISBN:  

9781592003495


Pages:   352
Publication Date:   01 April 2004
Format:   Mixed media product
Availability:   In Print   Availability explained
Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock.

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Beginning DirectX 9


Overview

There exists a gap in the game programming market where beginning programmers are finding themselves without an introductory guide. Existing books focus on the 3D component of DirectX only, leaving readers without a complete understanding of DirectX. In order to fully understand DirectX and the game programming process, readers need examples that build on previous chapters to the completion of a playable game. Beginning DirectX 9 does just that. Readers should have basic understanding of 3D math and C++. With this rudimentary experience, Beginning DirextX 9 enables readers to create a playable game using easy-to-understand examples.

Full Product Details

Author:   Wendy Jones
Publisher:   Thomson Learning
Imprint:   Course Technology
Dimensions:   Width: 18.70cm , Height: 2.70cm , Length: 22.60cm
Weight:   0.726kg
ISBN:  

9781592003495


ISBN 10:   1592003494
Pages:   352
Publication Date:   01 April 2004
Audience:   General/trade ,  General
Format:   Mixed media product
Publisher's Status:   Inactive
Availability:   In Print   Availability explained
Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock.

Table of Contents

Introduction Part 1: Getting Down to the Basics 1. The What, Why, and How of DirectX 2. Your First DirectX Program 3. Surfaces, Sprites, and Salmon Part 2: It''s a 3D World After All 4. 3D Primer 5. Matrices, Transforms, and Rotations 6. Vertex Colors, Texture Mapping, and 3D Lighting 7. Meshes 8. Point Sprites, Particles, and Pyrotechnics Part 3: Additional Needs 9: Using DirectInput 10. DirectSound 11. The Final Project Appendix A: Answers to End-of-Chapter Exercises Appendix B: Using the CD-ROM

Reviews

Introduction PART 1: Getting Down to the Basics 1. The What, Why, and How of DirectX 2. Your First DirectX Program 3. Surfaces, Sprites, and Salmon PART 2: It's a 3D World After All 4. 3D Primer 5. Matrices, Transforms, and Rotations 6. Vertex Colors, Texture Mapping, and 3D Lighting 7. Meshes 8. Point Sprites, Particles, and Pyrotechnics PART 3: Additional Needs 9: Using DirectInput 10. DirectSound 11. The Final Project Appendix A: Answers to End-of-Chapter Exercises Appendix B: Using the CD-ROM


Author Information

Wendy Jones devoted herself to computers the first time her eyes befell an Apple IIe in elementary school. From that point on, she spent every free moment learning BASIC and graphics programming, sketching out her ideas on graph paper to type in later. Other computer languages followed, including Pascal, C, C#, and C++. As Wendy's career in computers took off, she branched out, teaching herself Windows programming and then jumping into the dot-com world for a bit. Although Internet companies provided a challenge, they didn't provide fulfillment, so Wendy started expanding her programming skills to games, devoting any extra energy to its pursuit. Wendy's true passion became apparent when she got the opportunity to work for Atari's Humongous Entertainment as a game programmer. During her time at Atari, she worked on both PC and console titles, thrilled with the challenge they provided. Wendy can now be found at Electronic Art's Tiburon studio in Orlando working with some wonderfully talented people on Next Generation consoles. If you have any comments or questions about this book, you can reach Wendy at her website at http://www.fasterkittycodecode.com.

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