Download Beginning DirectX 11 Game Programming by Allen Sherrod, Wendy Jones PDF

By Allen Sherrod, Wendy Jones

Detect the most recent and most well-liked know-how for growing next-generation 3D video games: DIRECTX eleven! starting DIRECTX eleven online game PROGRAMMING is an introductory advisor to studying the fundamentals of DirectX eleven that would support get you began at the route to 3D game programming and improvement. Written particularly for the newbie programmer, this booklet makes use of step by step directions to educate the fundamentals of DirectX eleven and introduces talents that may be utilized to making video games for desktops and online game console structures equivalent to the Xbox 360. up to date for the entire most up-to-date DirectX eleven know-how, this e-book contains assurance of more desirable expert coding practices, an outline of the most recent DirectX elements and instruments, sprites, textual content and font rendering, 3D personality rendering, cameras, audio, shaders and results, and masses extra. by the point you succeed in the tip of this e-book, you could have had sufficient adventure with DirectX eleven for you to be ready to discover making basic games and demos. From there, you could development towards making extra complicated video games and demos till you end up in a position to entire and unlock your individual laptop or console video games.

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Extra resources for Beginning DirectX 11 Game Programming

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Games SDK C. Direct3D D. Windows Foundations SDK 2. Which is not a feature of DirectX 11? A. Fixed-function rendering pipeline B. Multithreaded GPU C. Offers HDR texture compression D. None of the above 3. Which version of DirectX does the Xbox 360 use? A. A modified version of DirectX 10 B. A modified version of DirectX 11 23 24 Chapter 1 n The What, Why, and How of DirectX C. A modified version of DirectX 9 D. A modified version of DirectX 8 4. DirectCompute was introduced in which version of DirectX?

Hitting Escape while the game is being played might bring up a pause screen but shouldn’t just quit the application, unless you design it that way), or any number of other ways you design it to quit. Later on in this book, the demos will quit only when the user presses the Escape key, clicks the close “X” button on the window, or press the Back button on an Xbox 360 game-pad controller. 3 shows an example of the application loop we’ll use throughout this book, minus anything related to Direct3D or the demos themselves.

3 The application loop. int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE prevInstance, LPWSTR cmdLine, int cmdShow ) { UNREFERENCED_PARAMETER( prevInstance ); UNREFERENCED_PARAMETER( cmdLine ); ... wParam ); } As a quick reference, the static_cast<> operator is a C++ operator used to perform casts. The old C-style casts, for example int a = ( int )floatVar, are not recommended in C++ even though it is legal to do. It is good programming practice to use C++ casting keywords over C-style casts.

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