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Programming Role Playing Games with DirectX

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ISBN-10: 159200315X

ISBN-13: 9781592003150

Edition: 2nd 2004 (Revised)

Authors: Jim Adams

List price: $49.95
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No game draws a player into its world in quite the same way as a role-playing game does. In role-playing games, players break through the barrier that exists between their actions and the fantastic world that they?re navigating through and instead become an inhabitant of that world. Get ready to put your creative ideas in motion and try your hand at creating your own role-playing game! "Programming Role Playing Games with DirectX, 2nd Edition" will show you how to do it as you create cool graphics and combat engines, handle players in your game, use scripts and items, and make your game multiplayer-capable. This book breaks a role-playing game down into its essential components, examining…    
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Book details

List price: $49.95
Edition: 2nd
Copyright year: 2004
Publisher: Course Technology
Publication date: 6/30/2004
Binding: Mixed Media
Pages: 880
Size: 7.30" wide x 9.10" long x 2.20" tall
Weight: 3.740
Language: English

Introduction
Working with This Book
Preparing for the Book
DirectX
Setting Up the Compiler
General Windows Programming
Understanding the Program Flow
Modular Programming
States and Processes
Handling Application Data
Building an Application Framework
Structuring a Project
Wrapping Up Preparations
DirectX Basics
Drawing with DirectX Graphics
The Heart of 3-D Graphics
Getting Started with DirectX Graphics
The Math of 3-D
Getting Down to Drawing
Using Texture Maps
Alpha Blending
Using Fonts
Billboards
Particles
Depth Sorting and Z-Buffering
Working with Viewports
Working with Meshes
Meshes with D3DX
Wrapping Up Graphics
Interacting with DirectInput
Introducing Input Devices
Using DirectInput
Employing DirectInput Devices
Using DirectInput with the Keyboard
Using DirectInput with the Mouse
Using DirectInput with Joysticks
Wrapping Up Input
Playing Sound and Music with DirectX Audio and DirectShow
Sound Basics
Understanding DirectX Audio
Using DirectSound
Working with DirectMusic
Joining the MP3 Revolution
Wrapping Up Sound
Networking with DirectPlay
Understanding Networking
Introducing DirectPlay
Initializing a Network Object
Using Addresses
Using Message Handlers
Configuring Session Information
Working with Servers
Working with Clients
Wrapping Up Networking
Creating the Game Core
Understanding the Core Concept
The System Core
The Graphics Core
The Input Core
The Sound Core
The Network Core
Wrapping Up the Game Core
Role Playing Game Programming
Using 2-D Graphics
Understanding Tiles and Maps
Using Tiles with DirectX
A Basic Tile Engine
Angled Tile Engine
Big Bitmap Engines
Wrapping Up 2-D Graphics
Creating 3-D Graphics Engines
Meshes as Levels
Introducing the Viewing Frustum
Developing an Advanced 3-D Engine
Adding 3-D Objects to the World
Collision Detection with Meshes
Using Sky Boxes
Wrapping Up 3-D Graphics
Mixing 2-D and 3-D Graphics Engines
Mixing the Two Dimensions
Using 2-D Objects in a 3-D World
Adding 3-D Objects to a 2-D World
Wrapping Up Mixed Engines
Implementing Scripts
Understanding Scripts
Creating a Mad Lib Script System
Working with the MLS Editor
Executing Mad Lib Scripts
Applying Scripts to Games
Wrapping Up Scripting
Defining and Using Objects
Defining Objects for Your Game
The Master Item List
Managing Items with Inventory Control Systems
Wrapping Up Objects and Inventory
Controlling Players and Characters
Players, and Characters, and Monsters, Oh My!
Conversation Among Characters
Scripting and Characters
Resource Management
Working with Magic and Spells
Combat and Characters
Building the Master Character List
Creating a Character Controller Class
Demonstrating Characters with the Chars Demo
Wrapping Up Characters
Working with Maps and Levels
Placing Characters on the Map
Using Map Triggers
Blocking the Path with Barriers
Using Auto Maps
Wrapping Up Maps and Levels
Creating Combat Sequences
Designing External Combat Sequences
Developing the Combat Sequence
Using Battle Arrangements
Wrapping Up Combat Sequences
Getting Online with Multiplayer Gaming
Maddening Multiplayer Mayhem
Multiplayer Game Design
Creating a Multiplayer Game Architecture
Working with Game Servers
Working with Game Clients
Wrapping Up Multiplayer Gaming
The Finishing Touches
Putting Together a Full Game
Designing the Sample Game
Programming the Sample Game
Wrapping Up Creating Games
Appendixes
Bibliography
Recommended Reading
Getting Help on the Web
What's on the CD-ROM
DirectX 9.0 SDK
GoldWave Version 5, Trial Version
Paint Shop Pro 8, Trial Version
gameSpace Light
Glossary
Index