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Showcases the power of Direct3D, demonstrates the production of high performance PC graphics using accurate physics modeling, and covers 3D transformations, AI techniques, collision detection, and rigid-body dynamics
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Written for the intermediate or advanced C++ developer, 3D Game Programming with C++ provides an outstanding tutorial and reference to the essentials of today's DirectX game programming. This book doesn't skimp on the nitty-gritty details of serious 3-D graphics, but it's also approachable for any competent C++ programmer.
This title is remarkable in two ways. First, it covers the essential features of today's 3-D virtual worlds--like textures, lighting and fog, vertices, and transformations--while providing a thorough yet comprehensible introduction to the powerful DirectX game platform. It covers all the visual effects you'll need to create state-of-the-art games with DirectX. A second standout section is the author's reusable, clearly documented C++ classes for simplifying essential APIs involved in DirectX, including DirectDraw (for 2-D graphics) and DirectSound (for sound).
The text focuses on the "serious" 3-D graphics mode of DirectX--Immediate Mode (IM)--which is used on some of today's hottest games. Direct3D IM programming is tough, but this text is one of the best at showing how it's done. Besides DirectX objects and APIs, this book provides some of the "rules" in pseudo-code needed to program successfully with 3-D graphics. This title also serves as a reference with over 400 pages on DirectX classes, including over 150 pages on Direct3D. (Plus, there's material on some of the math required for 3-D graphics). Overall, this book will serve as a valuable resource to any programmer who works with DirectX on a day-to-day basis.
Armed with this remarkably clear and thorough title, any C++ programmer can start learning 3-D game programming on the Microsoft DirectX platform. This book sets a high standard as an introduction for serious game development using DirectX and C++. --Richard Dragan
Topics covered: DirectX overview, graphics hardware, 3-D virtual worlds, COM basics, DirectDraw APIs and C++ classes, Direct3D Immediate Mode basics, 3-D transformations, textures, MIP maps, lighting, rendering primitives, optimizing techniques, physics (detecting collisions, DirectSound APIs and C++ classes), DirectInput and joysticks and C++ classes, Artificial Intelligence (AI) basics for game characters, DirectX reference, 3-D graphics math reference.About the Author:
John De Goes (Billings, MT) is a freelance C/C++ programmer who specializes in 3D game and game engine design. He has been developing games for over a decade and is the author of Coriolis' bestselling Cutting-Edge 3D Game Programming with C++. He has also written numerous articles about game development.
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Book Description Coriolis Group, 1999. Paperback. Condition: New. Never used!. Seller Inventory # P111576104001
Book Description Coriolis Group, 1999. Condition: New. book. Seller Inventory # M1576104001
Book Description Coriolis Group. PAPERBACK. Condition: New. 1576104001 Please allow 4 - 14 business days for Standard shipping, within the US. Seller Inventory # XM-1576104001