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Beginning Game Programming, Fourth Edition

Book Description

This completely updated fourth edition of the popular BEGINNING GAME PROGRAMMING will introduce you to the fascinating world of game programming for Windows using Visual Studio 2012 and DirectX 11. The book requires only a basic understanding of the C++ language and provides a solid introduction to DirectX 11 programming. You'll learn the basics of making sprite-based games without getting bogged down in complex 3D rendering. The instruction is step-by-step, building as you go. Even if you're new to the subject, you will be able to follow along, learning how to take your game ideas from concept to reality using today's standard professional game-creation tools. At the end of the book, you will put your new skills to use creating your own complete, fully functional game. Get started in game programming today, with BEGINNING GAME PROGRAMMING, FOURTH EDITION.

Table of Contents

  1. Title page
  2. Copyright Page
  3. Dedication
  4. FOREWORD
  5. ACKNOWLEDGMENTS
  6. ABOUT THE AUTHOR
  7. CONTENTS
  8. INTRODUCTION
  9. PART I INTRODUCTION TO WINDOWS AND DIRECTX
    1. CHAPTER 1 GETTING STARTED WITH WINDOWS
      1. AN OVERVIEW OF WINDOWS PROGRAMMING
      2. A QUICK OVERVIEW OF DIRECTX
      3. THE BASICS OF A WINDOWS PROGRAM
      4. WHAT YOU HAVE LEARNED
      5. REVIEW QUESTIONS
      6. ON YOUR OWN
    2. CHAPTER 2 LISTENING TO WINDOWS MESSAGES
      1. WRITING A WINDOWS PROGRAM
      2. WHAT IS A GAME LOOP?
      3. THE GAMELOOP PROJECT
      4. WHAT YOU HAVE LEARNED
      5. REVIEW QUESTIONS
      6. ON YOUR OWN
    3. CHAPTER 3 INITIALIZING DIRECT3D
      1. GETTING STARTED WITH DIRECT3D
      2. WHAT YOU HAVE LEARNED
      3. REVIEW QUESTIONS
      4. ON YOUR OWN
  10. PART II GAME PROGRAMMING TOOLBOX
    1. CHAPTER 4 DRAWING BITMAPS
      1. SURFACES AND BITMAPS
      2. WHAT YOU HAVE LEARNED
      3. REVIEW QUESTIONS
      4. ON YOUR OWN
    2. CHAPTER 5 GETTING INPUT WITH THE KEYBOARD, MOUSE, AND CONTROLLER
      1. KEYBOARD INPUT
      2. MOUSE INPUT
      3. XBOX 360 CONTROLLER INPUT
      4. A BRIEF INTRODUCTION TO SPRITE PROGRAMMING
      5. BOMB CATCHER GAME
      6. WHAT YOU HAVE LEARNED
      7. REVIEW QUESTIONS
      8. ON YOUR OWN
    3. CHAPTER 6 DRAWING AND ANIMATING SPRITES
      1. WHAT IS A SPRITE?
      2. LOADING THE SPRITE’S IMAGE
      3. DRAWING TRANSPARENT SPRITES
      4. DRAWING AN ANIMATED SPRITE
      5. WHAT YOU HAVE LEARNED
      6. REVIEW QUESTIONS
      7. ON YOUR OWN
    4. CHAPTER 7 TRANSFORMING SPRITES
      1. SPRITE ROTATION AND SCALING
      2. WHAT YOU HAVE LEARNED
      3. REVIEW QUESTIONS
      4. ON YOUR OWN
    5. CHAPTER 8 DETECTING SPRITE COLLISIONS
      1. BOUNDING-BOX COLLISION DETECTION
      2. RADIAL COLLISION DETECTION
      3. WHAT YOU HAVE LEARNED
      4. REVIEW QUESTIONS
      5. ON YOUR OWN
    6. CHAPTER 9 PRINTING TEXT
      1. CREATING A FONT
      2. PRINTING TEXT WITH ID3DXFONT
      3. TESTING FONT OUTPUT
      4. WHAT YOU HAVE LEARNED
      5. REVIEW QUESTIONS
      6. ON YOUR OWN
    7. CHAPTER 10 SCROLLING THE BACKGROUND
      1. TILE-BASED SCROLLING
      2. DYNAMICALLY RENDERED TILES
      3. BITMAP SCROLLING
      4. WHAT YOU HAVE LEARNED
      5. REVIEW QUESTIONS
      6. ON YOUR OWN
    8. CHAPTER 11 PLAYING AUDIO
      1. USING DIRECTSOUND
      2. TESTING DIRECTSOUND
      3. WHAT YOU HAVE LEARNED
      4. REVIEW QUESTIONS
      5. ON YOUR OWN
    9. CHAPTER 12 LEARNING THE BASICS OF 3D RENDERING
      1. INTRODUCTION TO 3D PROGRAMMING
      2. THE TEXTURED CUBE DEMO
      3. WHAT YOU HAVE LEARNED
      4. REVIEW QUESTIONS
      5. ON YOUR OWN
    10. CHAPTER 13 RENDERING 3D MODEL FILES
      1. CREATING AND RENDERING STOCK MESHES
      2. LOADING AND RENDERING A MODEL FILE
      3. WHAT YOU HAVE LEARNED
      4. REVIEW QUESTIONS
      5. ON YOUR OWN
    11. CHAPTER 14 THE ANTI-VIRUS GAME
      1. THE ANTI-VIRUS GAME
      2. WHAT YOU HAVE LEARNED
      3. REVIEW QUESTIONS
      4. ON YOUR OWN
  11. PART III APPENDIXES
    1. APPENDIX A CONFIGURING VISUAL STUDIO 2013
      1. INSTALLING
      2. CREATING A NEW PROJECT
      3. CHANGING THE CHARACTER SET
      4. CHANGING THE VC++ DIRECTORIES
    2. APPENDIX B CHAPTER QUIZ ANSWERS
      1. CHAPTER 1
      2. CHAPTER 2
      3. CHAPTER 3
      4. CHAPTER 4
      5. CHAPTER 5
      6. CHAPTER 6
      7. CHAPTER 7
      8. CHAPTER 8
      9. CHAPTER 9
      10. CHAPTER 10
      11. CHAPTER 11
      12. CHAPTER 12
      13. CHAPTER 13
      14. CHAPTER 14
  12. INDEX