Master programming skills for Windows games (version 2nd)

Source: Internet
Author: User

Windows game programming Masters (version 2nd)
Basic Information
Author: [us] Andre Lamothe [Introduction to translators]
Translator: Sha Ying
Series name: Game Design and Development Technology series
Press: People's post and telecommunications Press
ISBN: 9787115292483
Mounting time:
Published on: February 1, November 2012
Start: 16
Page number: 740
Version: 2-1
Category: Computer

More about "" and "Windows game programming Masters (2nd)"
Directory
Windows game programming Masters (version 2nd)
Part 1 windows programming Basics
Chapter 2 xuehai wuyu 2
History 2
Design Game 5
Game type 5
Brainstorm 6
Design document and plot Board 6
Make the game interesting 7
Game composition 7
Regular game programming guidelines 11
Tools 14
From preparation to completion-use compiler 15
Instance: freakout 17
Conclusion 30
Chapter 3 windows programming model 31
Windows origin 31
Multi-task and multi-thread 34
Programming by Microsoft style: Hungarian notation 37
The simplest windows program in the world 39
Windows applications in reality 44
Windows 45
Register windows 50
Creation window 50
Event handle 52
Main Event loop 57
Generate a real-time event loop 60
Open multiple Windows 61
Conclusion 63
Chapter 4 advanced windows programming 64
Resource usage 64
Use menu 77
About GDI (Graphic device interface) 86
Handling important events 97
Send messages by yourself 109
Conclusion 111
Chapter 2 Windows GDI, controls, and whimsy 4th
Advanced GDI plot 112
Point, line, plane polygon, and circle 117
About text and font 124
Timing is higher than all 125
Use Controls 130
Obtain information 136
T3d game console app 141
Conclusion 145
Part 2 DirectX and 2D Basics
Chapter 2 DirectX basics and the awesome com 5th
DirectX basics 148
COM: Is it Microsoft or the masterpiece of the devil? 152
Apply DirectX COM Object 162
Com prospects 168
Conclusion 169
Chapter 1 first encounter 6th
DirectDraw API 170
Create DirectDraw object 173
Cooperating with Windows 177
Set mode 180
Mysteries of color 182
Create display surface 185
Conclusion 202
Chapter 2 advanced DirectDraw and bitmap graphics 7th
Use high-color mode 203
Double Buffer 213
Surface dynamics 217
Page switch 220
Use the memory block to move the unit (blitter) using the blitter 225
Basic crop knowledge 235
Use bitmap 245
253 off screen surface
Bitmap rotation and scaling 260
Discrete sampling theory 261
Color Effect 265
Manual color conversion and query table 272
New Color and Gamma control interfaces of DirectX 272
Use GDI and DirectX 273
DirectDraw's true face is 275
Use Windows 278
Conclusion 285
Chapter 2 vector raster and 2D transformation 8th
Draw line 286
Crop a basic 2D image by 294
Wire box polygon 306
Transformation 310 in a 2D plane
Introduction to matrix 320
Translation 326
Scale 327
Rotate 327
Fill in solid polygon 329
Polygon collision detection 345
In-depth timing and synchronization 351
Scroll and shake lens 353
Isometric 359
T3dlib1 function library 363
Blitter object engine 393
Conclusion 400
Chapter 2 directinput and force feedback 9th
Input loop the input loop revisited 401
Directinput overture 402
Force Feedback 431
Compile a widely used input system: t3dlib2. cpp 433
Conclusion 437
Chapter 2 Use directsound and directmusic to play music 10th
Sound programming on PC: 438
Now there is a sound... 439
Digital Sound V. S. midi-sound quality v. S. Storage saving 441
Voice hardware 444
Digital recording: Device and technology 445
Microphone 446 in directsound
Initialize directsound 448
Primary sound buffering and secondary sound buffering 450
Playback sound 454
Directsound feedback 456
Read data from disk 458
Directmusic: Great Experiment 462
Architecture of directmusic 463
Initialize directmusic 464
Load a MIDI segment 466
Operation MIDI segment 469
T3dlib3 voice and music library 470
Summary 478
Part 3 core game programming
Chapter 2 algorithms, data structures, memory management, and multithreading 11th
Data Structure 480
Algorithm analysis 487
Recursion 489
Tree 490
Optimization Theory 497
Production Demonstration 504
Means of saving the game 505
Achieve multiplayer game 506
Multithreading Programming Technology 507
Conclusion 527
Chapter 2 artificial intelligence 12th
Artificial Intelligence initial 528
Deterministic AI algorithm 529
Mode and basic control script compilation 535
Simulated behavior status system 540
Modeling of memory and learning using software 546
Plan tree and decision tree 548
Seek 553
Advanced AI script 563
Artificial Neural Network 568
Genetic algorithm 571
Fuzzy Logic 573
Creating real AI 589 for games
Conclusion 589
Chapter 2 Basic Physical Modeling 13th
Law of basic physics 591
Physical Properties of linear momentum: conservation and transfer 599
Simulate the universal gravitation Effect of 601
Annoying friction: 607
Basic special collision responses 611
Precise Collision Response between actual 2D objects (advanced) 621
Solving the n-t coordinate system 624
Simple kinematics 630
Particle System 634
Create the physical model of the game 643
Conclusion 645
Chapter 2 Text age 14th
What is a text game? 647
How does a text game work? 648
Get input 650 from external world
Language analysis and resolution 651
663 game world Composition
Achieve visual, auditory, and smell 666
Real-time response 670
Error Handling 671
Visit shadow land 671.
The language 671 used in shadow land
Compile and run Shadow land 673.
Conclusion 674
Chapter 1 Comprehensive application 15th
Outpost design draft 675
Tool 676 for game preparation
Game scenario: Rolling 677 in space
Player-controlled spacecraft: Ghost number 678
Planet belt 680
Enemy 681
"Enhanced" Treasures 685
HUD 685
Particle System 688
Game 689
Compile outpost 689.
Conclusion 690
Part 4 Appendix
Appendix A content 694
Appendix B install DirectX and use C/C ++ compiler 696
Use the C/C ++ compiler 696
Appendix C mathematical and triangle review 699
Triangle 699
Vector 702
Appendix d c ++ entry 709
What is C ++? 709
Minimum 712 of C ++ content
New Types, keywords, and conventions 712
Memory Management 714
Stream Input/output (I/O) 715
Class 716
Field operator 723
Function and operator overload 724
Conclusion 726
Appendix E game programming resources 727
Game programming sites 727
Download point 727
2-dimensional/3D Engine 2-dimensional/3D 728
Game programming books 728
Microsoft DirectX multimedia display 728
News group 729
Standing at the forefront of the industry 729
Game Development Journal 729
Game website developers 729
Xtreme games LLC 730
Appendix f ascii code table 731

Source of this book: China Interactive publishing network

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