入门DirectX 11游戏编程指南

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" Beginning DirectX 11 Game Programming 是一本由 Allen Sherrod 和 Wendy Jones 合著的书籍,由 Course Technology PTR 出版,属于 Cengage Learning 集团的一部分。本书面向初学者,旨在教授如何使用 DirectX 11(DX11)进行游戏编程。" 在 DirectX 11 (DX11) 游戏编程中,有几个核心概念和技术是至关重要的: 1. **DirectX 11 概述**:DirectX 是一组应用程序接口(API),用于在微软的 Windows 操作系统上创建多媒体和游戏应用,尤其是图形渲染。DirectX 11 是 DirectX 的一个版本,带来了许多新特性和性能提升,比如更高效的多线程支持、更强大的硬件加速功能和新的图形管线。 2. **图形管线**:DirectX 11 引入了可扩展的图形单元,如顶点着色器、几何着色器、像素着色器和 hull/domain 着色器。这些着色器用于处理图形数据,实现复杂的图形效果。管线模型允许开发者在不同的阶段定制渲染过程。 3. **Direct3D**:DirectX 的一部分,专注于3D图形。在 DX11 中,Direct3D 提供了对现代GPU的强大控制,包括纹理、渲染目标、深度/模板缓冲和视口管理等。 4. **Shader Model 5.0**:DX11 支持 Shader Model 5.0,提供了更高级的编程语言(HLSL,High-Level Shader Language),让开发者可以编写更高效、更灵活的着色器代码,实现更多样化的视觉效果。 5. **多线程优化**:DX11 强调多线程编程,以利用现代多核处理器的潜力,提高游戏性能。开发者可以将计算任务分布到多个线程,减少渲染瓶颈。 6. **纹理和资源管理**:DX11 提供了更高效的纹理和资源管理,包括常量缓冲区、纹理数组和纹理立方体,以及对纹理压缩和资源状态转换的支持。 7. **计算着色器**:计算着色器是 DX11 的一个新特性,允许开发者使用 GPU 进行通用计算,不仅限于图形处理,为物理模拟、AI 和其他计算密集型任务提供加速。 8. **Mipmap 和视口控制**:Mipmap 用于优化纹理采样,提供不同级别的细节,而视口控制则允许调整渲染窗口的大小和位置。 9. **深度和模板测试**:这些技术用于实现3D场景中的遮挡和透明度效果,确保正确地渲染物体的前后关系。 10. **DirectX Math**:这是 DX11 提供的一个数学库,包含向量、矩阵运算,简化了3D图形编程中的数学操作。 学习《 Beginning DirectX 11 Game Programming》这本书,读者将了解这些关键概念,并逐步学会如何使用 DX11 创建自己的游戏应用。书中的实例和练习将帮助读者掌握实际编程技巧,逐步成长为熟练的 DirectX 开发者。

根据以下要求编写一个python程序1. Description Ship of Fools is a simple classic dice game. It is played with five standard 6-faced dice by two or more players. - The goal of the game is to gather a 6, a 5 and a 4 (ship, captain and crew) in the mentioned order. - The sum of the two remaining dice (cargo) is preferred as high as possible. The player with the highest cargo score wins the round. Example: - In the first round turn, if a player rolls 6 4 3 3 1 (note we five dice at the beginning), the player can bank the 6 (ship), but the rest needs to be re-rolled since there is no 5. - In the second round turn, if the player rolls 6 5 4 4 (four dice, since the 6 from last turn is banked), the player can bank the 5 (captain) and the 4 (crew). The player has three choices for the remaining 6 and 4. The player can bank both and score 10 points, or re-roll one or two of the dice and hope for a higher score. - In the second round turn, if the player instead rolled 4 4 3 1, all dice needs to be re-rolled since there is no 5.程序需要包含一下几个类.The division of responsibility between the different classes is as follows. - Die: Responsible for handling randomly generated integer values between 1 and 6. - DiceCup: Handles five objects (dice) of class Die. Has the ability to bank and release dice individually. Can also roll dice that are not banked. - ShipOfFoolsGame: Responsible for the game logic and has the ability to play a round of the game resulting in a score. Also has a property that tells what accumulated score results in a winning state, for example 21. - Player: Responsible for the score of the individual player. Has the ability, given a game logic, play a round of a game. The gained score is accumulated in the attribute score. - PlayRoom: Responsible for handling a number of players and a game. Every round the room lets each player play, and afterwards check if any player has reached the winning score.

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