没有合适的资源?快使用搜索试试~ 我知道了~
首页Tricks of the Windows Game Programming Gurus 无水印pdf
Tricks of the Windows Game Programming Gurus 无水印pdf
需积分: 10 16 下载量 149 浏览量
更新于2023-03-16
评论
收藏 15.93MB PDF 举报
Tricks of the Windows Game Programming Gurus 英文无水印pdf pdf所有页面使用FoxitReader和PDF-XChangeViewer测试都可以打开 本资源转载自网络,如有侵权,请联系上传者或csdn删除 本资源转载自网络,如有侵权,请联系上传者或csdn删除
资源详情
资源评论
资源推荐
201 West 103rd Street,
Indianapolis, Indiana 46290
Tricks of the
Windows
Game Programming Gurus
fundamentals of 2D and 3D Game Programming
André Lamothe
0072313618 FM 10/26/99 9:32 AM Page i
Tricks of the Windows Game
Programming Gurus
Fundamentals of 2D and 3D Game Programming
Copyright 1999 by Sams
All rights reserved. No part of this book shall be reproduced, stored in a
retrieval system, or transmitted by any means, electronic, mechanical, photo-
copying, recording, or otherwise, without written permission from the pub-
lisher. No patent liability is assumed with respect to the use of the information
contained herein. Although every precaution has been taken in the preparation
of this book, the publisher and author assume no responsibility for errors or
omissions. Neither is any liability assumed for damages resulting from the use
of the information contained herein.
International Standard Book Number: 0-672-31361-8
Library of Congress Catalog Card Number: 98-85491
Printed in the United States of America
First Printing: October 1999
01 00 99 4 3 2
Trademarks
All terms mentioned in this book that are known to be trademarks or service
marks have been appropriately capitalized. Sams cannot attest to the accuracy
of this information. Use of a term in this book should not be regarded as
affecting the validity of any trademark or service mark.
Warning and Disclaimer
Every effort has been made to make this book as complete and as accurate as
possible, but no warranty or fitness is implied. The information provided is on
an “as is” basis. The author and the publisher shall have neither liability nor
responsibility to any person or entity with respect to any loss or damages aris-
ing from the information contained in this book or from the use of the CD or
programs accompanying it.
Executive Editor
Don Roche
Acquisitions Editor
Angela Kozlowski
Development Editors
Erik Dafforn
Kezia Endsley
Managing Editor
Charlotte Clapp
Project Editor
Carol Bowers
Copy Editors
Sean Medlock
Aaron Black
Howard Jones
Indexer
Erika Millen
Proofreader
Betsy Smith
Technical Editor
Steve Haines
Software Development
Specialists
John Warriner
Dan Scherf
Interior Design
Gary Adair
Cover Design
Alan Clements
Layout Technicians
Brandon Allen
Tim Osborn
Staci Somers
0072313618 FM 10/26/99 9:32 AM Page ii
Contents at a Glance
Introduction 1
Part I Windows Programming Foundations 7
1 Journey into the Abyss 9
2 The Windows Programming Model 47
3 Advanced Windows Programming 95
4 Windows GDI, Controls, and Last-Minute Gift Ideas 165
Part II DirectX and 2D Fundamentals 211
5 DirectX Fundamentals and the Dreaded COM 213
6 First Contact: DirectDraw 241
7 Advanced DirectDraw and Bitmapped Graphics 287
8 Vector Rasterization and 2D Transformations 401
9 Uplinking with DirectInput and Force Feedback 537
10 Sounding Off with DirectSound and DirectMusic 589
Part III Hardcore Game Programming 645
11 Algorithms, Data Structures, Memory Management, and Multithreading 647
12 Making Silicon Think with Artificial Intelligence 713
13 Playing God: Basic Physics Modeling 797
14 Putting It All Together: You Got Game! 875
0072313618 FM 10/26/99 9:32 AM Page iii
Part IV Appendixes 901
A What’s on the CD 903
B Installing DirectX and Using the C/C++ Compiler 907
C Math and Trigonometry Review 911
D C++ Primer 925
E Game Programming Resources 949
F ASCII Tables 955
Index 961
0072313618 FM 10/26/99 9:32 AM Page iv
Table of Contents
Introduction 1
PART I Windows Programming Foundations 7
1 Journey into the Abyss 9
A Little History........................................................................................9
Designing Games ..................................................................................13
Types of Games ....................................................................................13
Brainstorming ........................................................................................14
The Design Document and Storyboards................................................15
Making the Game Fun ..........................................................................16
The Components of a Game ..................................................................16
Section 1: Initialization ....................................................................17
Section 2: Enter Game Loop ............................................................17
Section 3: Retrieve Player Input ......................................................17
Section 4: Perform AI and Game Logic ..........................................17
Section 5: Render Next Frame ........................................................18
Section 6: Synchronize Display ......................................................18
Section 7: Loop ................................................................................18
Section 8: Shutdown ........................................................................18
General Game Programming Guidelines ..............................................21
Using Tools ............................................................................................26
C/C++ Compilers ............................................................................26
2D Art Software................................................................................26
Sound Processing Software ..............................................................26
3D Modelers ....................................................................................26
Music and MIDI Sequencing Programs ..........................................27
Setting Up to Get Down—Using the Compiler ....................................27
An Example: FreakOut ..........................................................................29
Summary................................................................................................46
2 The Windows Programming Model 47
The Genesis of Windows ......................................................................48
Early Windows Versions ..................................................................48
Windows 3.x ....................................................................................48
Windows 95......................................................................................49
Windows 98......................................................................................50
Windows NT ....................................................................................50
Basic Windows Architecture: Win9X/NT ........................................50
Multitasking and Multithreading ..........................................................51
Getting Info on the Threads ............................................................52
The Event Model ..............................................................................53
0072313618 FM 10/26/99 9:32 AM Page v
剩余1028页未读,继续阅读
yinkaisheng-nj
- 粉丝: 763
- 资源: 6953
上传资源 快速赚钱
- 我的内容管理 收起
- 我的资源 快来上传第一个资源
- 我的收益 登录查看自己的收益
- 我的积分 登录查看自己的积分
- 我的C币 登录后查看C币余额
- 我的收藏
- 我的下载
- 下载帮助
会员权益专享
最新资源
- 数据结构1800题含完整答案详解.doc
- 医疗企业薪酬系统设计与管理方案.pptx
- 界面与表面技术界面理论与表面技术要点PPT学习教案.pptx
- Java集合排序及java集合类详解(Collection、List、Map、Set)讲解.pdf
- 网页浏览器的开发 (2).pdf
- 路由器原理与设计讲稿6-交换网络.pptx
- 火电厂锅炉过热汽温控制系统设计.doc
- 企业识别CIS系统手册[收集].pdf
- 物业管理基础知识.pptx
- 第4章财务预测.pptx
- 《集成电路工艺设计及器件特性分析》——实验教学计算机仿真系.pptx
- 局域网内共享文件提示没有访问权限的问题借鉴.pdf
- 第5章网络营销策略.pptx
- 固井质量测井原理PPT教案.pptx
- 毕业实习总结6篇.doc
- UGNX建模基础篇草图模块PPT学习教案.pptx
资源上传下载、课程学习等过程中有任何疑问或建议,欢迎提出宝贵意见哦~我们会及时处理!
点击此处反馈
安全验证
文档复制为VIP权益,开通VIP直接复制
信息提交成功
评论0