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Beginning Game Programming

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ISBN-10: 1598632884

ISBN-13: 9781598632880

Edition: 2nd 2007 (Revised)

Authors: Jonathan S. Harbour, Jonathan S. Harbour

List price: $29.99
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This book provides an introduction to the entire field of game programming. As readers work through the book, they will produce two working games: one in 2D and one in 3D--offering a good introduction to DirectX programming. Beginning with an introduction to basic Windows programming, this book quickly advances to the basics of DirectX programming, moving up from surfaces to textures and then to 3D models. This book offers coverage of the introductory concepts of game programming, paving the way for more advanced books on the subject. Readers will develop a working knowledge of the terminology and basics of game programming that will enable them to progress to more advanced game programming…    
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Book details

List price: $29.99
Edition: 2nd
Copyright year: 2007
Publisher: Course Technology
Publication date: 11/29/2006
Binding: Mixed Media
Pages: 416
Size: 7.50" wide x 9.25" long x 1.25" tall
Weight: 1.848
Language: English

Jonathan S. Harbour is an associate professor at the University of Advancing Technology (Tempe, AZ). His web site at www.jharbour.com includes an online forum and blog for book support. His most recent game projects are Starflight - The Lost Colony (www.starflightgame.com) and Aquaphobia: Mutant Brain Sponge Madness (www.aquaphobiagame.com).

Introduction
Windows Programming
Getting Started with Windows and DirectX
Welcome to the Adventure!
Let's Talk About Compilers
What's Your Skill Level?
An Overview of Windows Programming
"Getting" Windows
Understanding Windows Messaging
Multi-Tasking
Multi-Threading
Event Handling
A Quick Overview of DirectX
What Is Direct3D?
What You Have Learned
Review Questions
Windows Programming Basics
The Basics of a Windows Program
Creating a Win32 Project
Understanding WinMain
The Complete WinMain
What You Have Learned
Review Questions
On Your Own
Windows Messaging and Event Handling
Writing a Full-Blown Windows Program
Understanding InitInstance
Understanding MyRegisterClass
Understanding WinProc
What You Have Learned
Review Questions
On Your Own
The Real-Time Game Loop
What Is a Game Loop?
The Old WinMain
WinMain and Looping
The GameLoop Project
Source Code for the GameLoop Program
What You Have Learned
Review Questions
On Your Own
DirectX Programming
Your First DirectX Graphics Program
Getting Started with Direct3D
The Direct3D Interfaces
Creating the Direct3D Object
Taking Direct3D for a Spin
Direct3D in Fullscreen Mode
What You Have Learned
Review Questions
On Your Own
Bitmaps and Surfaces
Surfaces and Bitmaps
The Primary Surfaces
Secondary Offscreen Surfaces
The Create_Surface Example
Loading Bitmaps from Disk
The Load_Bitmap Program
What You Have Learned
Review Questions
On Your Own
Drawing Animated Sprites
Drawing Animated Sprites
The Anim_Sprite Project
Concept Art
Animated Sprites Explained
What You Have Learned
Review Questions
On Your Own
Advanced Sprite Programming
Drawing Transparent Sprites
Creating a Sprite Handler Object
Loading the Sprite Image
Drawing Transparent Sprites
Drawing an Animated Sprite
Working with Sprite Sheets
The Tiled_Sprite Program
Collision Detection
Testing for Collisions
The Collision Test Program
What You Have Learned
Review Questions
On Your Own
Jamming with DirectX Audio
Using DirectSound
Initializing DirectSound
Creating a Sound Buffer
Loading a Wave File
Playing a Sound
Testing DirectSound
Creating the Project
Creating the DirectX Audio Support Files
Tweaking the Framework Code
Adding the Game Files
Running the Program
What You Have Learned
Review Questions
On Your Own
Handling Input Devices
The Keyboard
DirectInput Object and Device
Initializing the Keyboard
Reading Key Presses
The Mouse
Initializing the Mouse
Reading the Mouse
Paddle Game
The New Framework Code for DirectInput
The Paddle Game Source Code
Paddle Game Explained
What You Have Learned
Review Questions
On Your Own
Tile-Based Scrolling Backgrounds
Introduction to Scrolling
Introduction to Tile-Based Backgrounds
Backgrounds and Scenery
Creating Backgrounds from Tiles
Tile-Based Scrolling
Dynamically Rendered Tiles
The Tile Map
Creating a Tile Map Using Mappy
The DynamicScroll Project
What You Have Learned
Review Questions
On Your Own
3D Programming
3D Graphics Fundamentals
Introduction to 3D Programming
The Three Steps to 3D Programming
The 3D Scene
Moving to the Third Dimension
Grabbing Hold of the 3D Pipeline
The Vertex Buffer
Rendering the Vertex Buffer
Creating a Quad
The Textured Cube Demo
Modifying the Framework
The Cube_Demo Program
What's Next?
What You Have Learned
Review Questions
On Your Own
Creating Your Own 3D Models with Anim8or
Introducing Anim8or
Getting into 3D Modeling
Features
The Interface
Installing Anim8or
Using Anim8or
Stock Primitives
Manipulating Objects
Manipulating the Entire Scene
Creating the Car Model
The Wheels
The Frame
The Windows
The Headlights and Taillights
Creating a Scene
What You Have Learned
Review Questions
On Your Own
Working with 3D Model Files
Converting 3D Files
Converting 3DS to .X
Loading and Rendering a Model File
Loading an .X File
Rendering a Complete Model
The Load_Mesh Program
What's Next?
What You Have Learned
Review Questions
On Your Own
Complete 3D Game
Bash
Playing the Game
Creating the Models
Printing Text Using a Bitmapped Font
Simple 3D Collision Detection
Bash Source Code
What's Next?
What You Have Learned
Review Questions
On Your Own
Index