The Fun and Easy Way to Figure Out Windows Game Programming with DirectX. Your First Aid Kit for Making 32-Bit DirectX Applications. Win32 API, COM, and DirectX, Explained in Plain English
The Fun and Easy Way to Figure Out Windows Game Programming with DirectX. Your First Aid Kit for Making 32-Bit DirectX Applications. Win32 API, COM, and DirectX, Explained in Plain English
Ready to start creating your own Windows games but not sure where to begin? A little programming knowledge can go a long, long way when you've got the inside track to game programming with Windows Game Programming For Dummies.Using the latest DirectX technology from Microsoft, veteran game designer Andre LaMothe takes you step-by-step through the process of creating your own games for Windows 95, Windows NT, and Windows 98. After you understand the nuts and bolts of Windows programming, you can add music and sound effects, design your own artificial intelligence to create thinking" opponents,…mehr
Ready to start creating your own Windows games but not sure where to begin? A little programming knowledge can go a long, long way when you've got the inside track to game programming with Windows Game Programming For Dummies.Using the latest DirectX technology from Microsoft, veteran game designer Andre LaMothe takes you step-by-step through the process of creating your own games for Windows 95, Windows NT, and Windows 98. After you understand the nuts and bolts of Windows programming, you can add music and sound effects, design your own artificial intelligence to create thinking" opponents, and use the powerful DirectX tools to build lightning-fast applications...all without having to suffer through the complicated coding requirements of MFC and C++.All the tools you need to start writing (and selling) your own games are right here in Windows Game Programming For Dummies, along with a special CD-ROM loaded with the complete DirectX Software Developers Kit, code samples included in the book, state-of-the-art animation and modeling software, and lots of graphics and sound files to use in your own custom-built games."
Foreword.Introduction.PART I: Getting Familiar with Windows Programming.Chapter 1: Setting Up for Windows 95/98/NT Game Programming.Chapter 2: Exploring the Basics of Video Game Design.Chapter 3: The Nuts and Bolts of Windows 95/98/NT Programming.Chapter 4: How to Handle Big Events.Chapter 5: Putting Windows GDI to Work: Drawing Text and Graphics.Chapter 6: Wrapping Up Windows Programming.PART II: Jacking In with DirectX.Chapter 7: The Architecture of DirectX and the Dreaded COM.Chapter 8: Getting to Know DirectDraw.Chapter 9: Using the DirectDraw Crayons.Chapter 10: Digging into DirectDraw: Animation and Bitmaps.Chapter 11: Digging Deeper into DirectDraw: Advanced Features.Chapter 12: The GPDUMB Game Engine, Part I.PART III: The Rest of the Puzzle: Sound, Input, and Setup.Chapter 13: Making Noise with DirectSound.Chapter 14: The Ins and Outs of DirectInput.Chapter 15: Press OK to Install: Using DirectSetup and Autoplay.Chapter 16: GPDUMB Part II - The Final Conflict.PART IV: The Glue of Games.Chapter 17: What Goes Up Must Come Down: Physics Modeling.Chapter 18: Putting the Game Engine to Work with Underworld.Chapter 19: Marketing Your Madness.PART V: The Part of Tens.Chapter 20: Ten Basic Rules of Game Design.Chapter 21: Ten Biggest Mistakes Game Programmers Make.Chapter 22: Ten Best Game Programming Resources on the Web.PART VI: Bonus Chapters.Chapter 23: The Lowdown on Artificial Intelligence.Chapter 24: Game Programming Potpourri.Appendix: About the CD.Index.Hungry Minds End-User License Agreement.Installation Instructions.Book Registration Information.
Foreword.Introduction.PART I: Getting Familiar with Windows Programming.Chapter 1: Setting Up for Windows 95/98/NT Game Programming.Chapter 2: Exploring the Basics of Video Game Design.Chapter 3: The Nuts and Bolts of Windows 95/98/NT Programming.Chapter 4: How to Handle Big Events.Chapter 5: Putting Windows GDI to Work: Drawing Text and Graphics.Chapter 6: Wrapping Up Windows Programming.PART II: Jacking In with DirectX.Chapter 7: The Architecture of DirectX and the Dreaded COM.Chapter 8: Getting to Know DirectDraw.Chapter 9: Using the DirectDraw Crayons.Chapter 10: Digging into DirectDraw: Animation and Bitmaps.Chapter 11: Digging Deeper into DirectDraw: Advanced Features.Chapter 12: The GPDUMB Game Engine, Part I.PART III: The Rest of the Puzzle: Sound, Input, and Setup.Chapter 13: Making Noise with DirectSound.Chapter 14: The Ins and Outs of DirectInput.Chapter 15: Press OK to Install: Using DirectSetup and Autoplay.Chapter 16: GPDUMB Part II - The Final Conflict.PART IV: The Glue of Games.Chapter 17: What Goes Up Must Come Down: Physics Modeling.Chapter 18: Putting the Game Engine to Work with Underworld.Chapter 19: Marketing Your Madness.PART V: The Part of Tens.Chapter 20: Ten Basic Rules of Game Design.Chapter 21: Ten Biggest Mistakes Game Programmers Make.Chapter 22: Ten Best Game Programming Resources on the Web.PART VI: Bonus Chapters.Chapter 23: The Lowdown on Artificial Intelligence.Chapter 24: Game Programming Potpourri.Appendix: About the CD.Index.Hungry Minds End-User License Agreement.Installation Instructions.Book Registration Information.
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