2021. június 13., vasárnap

Frank D. Luna - Introduction to 3D Gane programing with DirectX 9.0 - Jelenlegi ára: 500 Ft

Frank D. Luna - Introduction to 3D Gane programing with DirectX 9. 0
This book is an introduction to programming interactive 3D computergraphics using DirectX 9. 0, with an emphasis on game development. Itteaches you the fundamentals of Direct3D, after which you will be ableto go on to learn and apply more advanced techniques. Assumingly, since you have this book in your hands, you have a rough idea of whatDirectX is about. From a developer’ s perspective, DirectX is a set ofAPIs (application programming interfaces) for developing multimediaapplications on the Windows platform. In this book we are concernedwith a particular DirectX subset, namely Direct3D. As the nameimplies, Direct3D is the API used for developing 3D applications. This book is divided into four main parts. Part I explains the mathe-matical tools that will be used throughout this book. Part II coverselementary 3D techniques, such as lighting, texturing, alpha blending, and stenciling. Part III is largely about using Direct3D to implement avariety of interesting techniques and applications, such as picking, ter-rain rendering, particle systems, a flexible virtual camera, and loadingand rendering 3D models (XFiles). The theme of Part IV is vertex andpixel shaders, including the effects framework and the new (to DirectX9. 0) High-Level Shading Language. The present and future of 3D gameprogramming is the use of shaders, and by dedicating an entire part ofthe book to shaders, we have an up-to-date and relevant book on mod-ern graphics programming. For the beginner, this book is best read front to back. The chaptershave been organized so that the difficulty increases progressively witheach chapter. In this way, there are no sudden jumps in complexity, leaving the reader lost. In general, for a particular chapter we will usethe techniques and concepts previously developed. Therefore, it isimportant that you have mastered the material of a chapter before con-tinuing. Experienced readers can pick the chapters of interest. Finally, you may wonder what kinds of games you can develop afterreading this book. The answer to that question is best obtained byskimming through this book and seeing the types of applications thatare developed. From that you should be able to visualize the types ofgames that can be developed based on the techniques taught in thisbook and some of your own ingenuity.


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