Résumé
There are many programming hobbyists who write 2D games but there are far fewer that grasp the concepts of 3D programming. Although there are also quite a few game development books on the market, few deal with 3D game development. Those that do are mainly aimed at advanced readers. This book will provide a practical, example driven approach to learning the unique art of 3D Game Development that even the beginner can grasp. It won't get bogged down in page after page of boring theory but instead will teach through many interesting hands on examples. Tom Miller brings years and years of 3D game programming to the table and couples that with an engaging writing style to mentor readers in the intricacies of game development. The book starts out with a crash course in game programming concepts and then progresses into developing 3 different types of games with many useful tips, notes, and cautions along the way. This title will serve as a useful guide to either current 2D game developers or programmers that want to learn to program games.
L'auteur - Tom Miller
Tom Miller : (Microsoft Corporation) is the development lead for Managed DirectX. In addition he designed the managed objects. Therefore, he is uniquely qualified to discuss the how and why of Manage DirectX.
Sommaire
- Introduction to Microsoft .NET
- Game Development and Managed Code
- Introducing graphics, game
- Planning Your First Game
- Understanding the Sample Framework
- Show Something Onscreen!
- Finishing Up the Support Code
- Implementing the User Interface
- Implementing the Player and Blocks
- Implementing the Level Object
- Putting the Pieces Together
- Basic Math Principles
- A Quick 3D-Math Primer
- Intermediate Graphics, Peer To Peer Networking, Game
- Now Let's Really Get Started
- Developing a More Advanced User Interface
- Rendering a Realistic Tank
- The Sky? A Level? The Player!
- Ready Aim Fire!
- Playing Alone Isn't Fun
- Finally, Finishing Tankers
- Advanced Graphics, Client/Server Networking, Game
- Adding Special Effects
- Building Your Own Game
- The Programmable Pipeline
- Controlling te Level of Detail
- Using Render Targets for Effects
- Understanding the High-Level Shader Language
- Performance Considerations
- Appendix
- A Developing a Level Creator
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Sams |
Auteur(s) | Tom Miller |
Parution | 10/01/2005 |
Nb. de pages | 420 |
Format | 19 x 23 |
Couverture | Broché |
Poids | 750g |
Intérieur | Noir et Blanc |
EAN13 | 9780672326615 |
ISBN13 | 978-0-672-32661-5 |
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