directx game programming

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DirectX 9.0c Game Development Journal of RPG Programming Self-learning log 15:drawing with DirectX Graphics (drawing with DirectX graphic) (第8-9 section)

transformation matrix and use it to draw the Billboard object:(the code here has a small error, and the following has been corrected.) )g_pd3ddevice = pre-initialized Deviceobjectd3dxmatrix Mattrans, Matworld, Mattranspose; Get the current Direct3D view Matrixg_pd3ddevice->gettransform (D3dts_view,mattranspose); Get The billboard ' s rotation matrix. D3dxmatrixtranspose (mattranspose,mattranspose); Create the mesh ' s translation matrixd3dxmatrixtranslation (mattrans,xcoord, Ycoord, Zcoord); Mu

DirectX 9.0c Game Development Journal of RPG Programming self-learning log nine--drawing with DirectX graphics (drawing with DirectX graphic) (4th) (B)

set ZF to a higher value in your project, if you want to draw objects that are more than 1000.0 units long.After you have constructed the projection matrix, you use the Idirect3ddevice9::settransform function to set the projection transformation matrix, and this time set the state parameter to D3dts_projection:g_pd3ddevice =pre-initialized device Objectd3dxmatrix matproj; Create theprojection Transformation Matrixd3dxmatrixperspectivefovlh (MATPROJ,D3DX_PI/4, 1.0f, 1000.0f,); Set the Projection

DirectX 9.0c Game Development notes of RPG programming self-learning log eight--drawing with DirectX graphics (drawing with DirectX graphic) (4th) (A)

of these sections are finally finished. Perhaps the reader is not very clear, especially the meaning of the specific parameters of the function. In fact, you can refer to the SDK documentation, or refer to the second edition of Dragon Book. In addition, the method used here to set the vertex is not used in my updated version of the code, but with the second version of the Dragon book more advanced, more flexible way, so see not very understand also has no relationship.DirectX 9.0c

DirectX 9.0c Game Development Journal of RPG programming self-learning Diary of the Ten--drawing with DirectX Graphics (drawing with DirectX graphic) (4th) (C)

Direct3D to update the entire display (because the function can show only a portion at a time), as shown in the following code:g_pd3ddevice =pre-initialized device objectif (FAILED (g_pd3ddevice->present (null,null, NULL, NULL))) { // Error occurred}That's it! In order to create more realistic scenes, you use a number of different vertex caches to draw a variety of mid-range objects in your world. Another way to improve the authenticity of your graphics is to use texture mapping.============

Beginning DirectX 10 game programming (Chapter 01 DirectX Introduction)

DirectX is a game API on Windows. A few years ago, game developers struggled with hardware incompatibility, making it difficult for everyone to play the same game. Later, Microsoft launched DirectX. It provides a single and clean API for

Getting Started with DirectX game Programming-Part II (Game programming Toolbox)-Play Audio

This series of articles by Net_assassin finishing, reproduced please indicate the source. http://blog.csdn.net/net_assassin/article/category/1100363 Author: Net_assassin e-mail: net_assassin@hotmail.com look forward to interacting with like-minded friends Audio is critical to the game. For gamers to immerse themselves in the unreal experience of the game, sound effects and music play a big role, an

DirectX Game Programming Game framework

Follow the previous two articles to write the game framework code for DirectX The beginning of DirectX game programming DirectX Game Programming

DirectX programming technology-want to learn game programming? Mandatory

DirectX Programming Technology Everyone must be familiar with DirectX, because when Microsoft launched the Windows window operating system, the display interface adopts a unified GDI, prohibiting programmers from directly operating the hardware, which makes Windows 3. game programs on X systems are so slow that they ca

Getting Started with DirectX game Programming-Part II (Game Programming Toolbox)-scrolling background

This series of articles by Net_assassin finishing, reproduced please indicate the source. http://blog.csdn.net/net_assassin/article/category/1100363 Author: Net_assassin e-mail: net_assassin@hotmail.com look forward to interacting with like-minded friends The background movement that we see in most action and arcade games uses scrolling based on the picture unit. Although this technology has been around for decades, it is still used to render backgrounds, and such 2D games are still act

Getting Started with DirectX game Programming-Part II (Game programming Toolbox)-Keyboard and mouse input

This series of articles by Net_assassin finishing, reproduced please indicate the source. http://blog.csdn.net/net_assassin/article/category/1100363 Author: Net_assassin e-mail: net_assassin@hotmail.com look forward to interacting with like-minded friends In this chapter we will learn how to use DirectInput for keyboard and mouse programming to provide support for the most common input devices in the gam

DirectX programming technology-want to learn game programming? Mandatory

Everyone must be familiar with DirectX, because when Microsoft launched the Windows window operating system, the display interface adopts a unified GDI, prohibiting programmers from directly operating the hardware, which makes Windows 3. game programs on X systems are so slow that they cannot be promoted. To solve this problem, Microsoft has launched wing graphics acceleration. However, due to the lack of s

Realization of camera class in game--directx game programming

course, the matrix in DX is 4 times 4, so let's extend it (this extension is really not good enough to explain it, just remember, it's not too hard) Okay, we'll go through two steps together: -pos R =-posx * Rx-posy * Ry-posz * Rz -pos U =-posx * Ux-posy * Uy-posz *uz -pos L =-posx * Lx-posy * Ly-posz * Lz (That is, multiply the two matrices, note the order, go first to the origin, and then turn.) Okay, so we get a look at the coordinate system transformation matrix. Through this long piec

"One of the Reading notes" "Directx.9.0.3d Game development Programming Basics":D Irectx Sketch

Layer), which is the hardware abstraction layer. It and other relationships are shown in the following illustration: As you can see from the diagram, the bottom graphics hardware is the graphics display card hardware, on which the device Driver interface is the display card driver, provided by the video card manufacturer. The drivers are then architected with two sets of APIs, one for Windows GDI and the other for the Direct3D API on the HAL hardware abstraction layer. The HAL can provide bett

DirectX 3D game programming practical tutorial

Show the Discover of the best experts stand on the popular platform development practices introduce the Magical Charm of popular software DirectX 3D game programming practical tutorial Basic Information Author: Zheng A Qi series name: charm. Practice. Found: Electronic Industry Press ISBN: 9787121128219 mounting Date: February 2011 http://product.china-pub.com

Found a copy of the book: DirectX game programming (edited by Zhou Guoqing Chen Hong Feng renguo)

I think the plagiarism of this book: On Sunday, I went to the Provincial Library and borrowed a DirectX programming book DirectX game programming (edited by Zhou Guoqing's Chen Hong Feng renguo, it seems to be new. The new frame mounting and cover design make people feel br

DirectX 11 Game Programming Learning Note 7:6th Chapter drawing in Direct3D (drawn in Direct3D) (Focus review + Errata)

This article by Harry _ Spider-Man original, reproduced please indicate the source! Have a question Welcome to contact [email protected]Note: I give the electronic version is more than 700 pages, and the physical book is more than 800 pages, so when I mention the relevant concepts, I will use the chapter number instead of the page number. The same situation is appropriate for the second edition of "Dragon book".Address of previous issue:DX 11 Game

Getting Started with DirectX game Programming-Preface

(push the box). But even in the past, when we played primitive games, our imaginations often gave us more details than we could see. So what's your passion? Or what is your favorite type of game. It is a classic shooting arcade, fantasy adventure, real-time strategy game, role-playing game, or sports-related games. Hopefully readers will be able to design a

3D Game Programming with directx 11 exercises answer 8.2, programming8.2

3D Game Programming with directx 11 exercises answer 8.2, programming8.2Chapter 8 Question 2 1. First find the Directx Texture Tool, which is located in Introduction to 3D game programming with

3D Game Programming with directx 11 Exercise answers 8.3, programming8.3

3D Game Programming with directx 11 Exercise answers 8.3, programming8.3Chapter 8 Question 3 1. Copy flare. dds and flarealpha. dds to the project directory. 2. Create a shader resource view HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice, L"Textures/flare.dds", 0, 0, mFlareSRV, 0)); HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice, L"Textures/fl

"DirectX 9.0 3D game Development Programming Basics" Learning Note # #

function parameter adapter specifies which graphics card characteristics need to be obtained, which can be specified as the current video card using the macro D3dadapter_default, D3ddevtype is an enumeration variable, the hardware device (D3ddevtype_hal) is typically specified, and the software device ( D3DDEVTYPE_REF);D 3DCAPS9 is the structure of the external desired property, and when called GetDeviceCaps, the result is placed in the structure that the pointer refers to.Create IDirect3DDevic

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