《Windows游戏编程大师技巧(第2版)》是著名游戏程序设计大师AndréLaMothe的代表作。全书分为4个部分,共计15章和6个附录。作者循循善诱地从程序设计的角度介绍了在Windows环境下进行游戏开发所需的全部知识,包括Win32编程以及DirectX中所有主要组件(包括DirectDraw、DirectSound、DirectInput和DirectMusic)。书中还用单独的章节详细讲授了2D图形学和光栅化技术、游戏算法、多线程编程、文本游戏和解析、人工智能(包括模糊逻辑、神经网络和遗传算法)、物理建模(完全碰撞反应、动量传递和正反向运动学)及实时模拟等游戏程序开发中的关键技术。附录部分介绍了本书光盘的内容,如何安装DirectX,回顾了数学和三角学的基础知识、C++编程的基础知识,还给出了游戏编程资源以及ASCII表。《Windows游戏编程大师技巧(第2版)》所附光盘上带有本书中所有程序的源代码、关于Direct3D和General3D的文章和在线书籍以及众多免费的素材。《Windows游戏编程大师技巧(第2版)》适合想要学习Windows游戏编程的人员阅读,对于有一定经验的专业游戏开发人员,也具有较高的参考价值。第一部分Windows编程基础第1章学海无涯1.1历史一瞥1.2设计游戏1.3游戏类型1.4集思广益1.5设计文档和情节串联图板1.6使游戏具有趣味性1.7游戏的构成1.8常规游戏编程指导规范1.9使用工具1.10从准备到完成——使用编译器1.11示例:FreakOut1.12小结第2章Windows编程模型2.1Windows的起源2.1.1早期版本的Windows2.1.2Windows3.x2.1.3Windows952.1.4Windows982.1.5WindowsME2.1.6WindowsXP2.1.7WindowsNT/20002.1.8Windows基本架构:Win9X/NT2.2多任务和多线程2.2.1获取线程的信息2.2.2事件模型2.3按照微软风格编程:匈牙利符号表示法2.3.1变量的命名2.3.2函数的命名2.3.3类型和常量的命名2.3.4类的命名2.3.5参数的命名2.4世界上最简单的Windows程序2.4.1总是从WinMain()开始2.4.2程序剖析2.4.3选择一个信息框2.5现实中的Windows应用程序2.6Windows类2.7注册Windows类2.8创建窗口2.9事件处理程序2.10主事件循环2.11产生一个实时事件循环2.12打开多个窗口2.13小结第3章高级Windows编程3.1使用资源3.1.1整合资源3.1.2使用图标资源3.1.3使用光标资源3.1.4创建字符串表资源3.1.5使用.WAV声音资源3.1.6使用编译器创建.RC文件3.2使用菜单3.2.1创建菜单3.2.2装载菜单3.2.3响应菜单事件消息3.3GDI(图形设备接口)简介3.3.1重拾WM_PAINT信息3.3.2视频显示基础和色彩(VideoDisplayBasicsandColor)3.3.3RGB和调色板模式3.3.4基本文本显示3.4处理重要事件3.4.1
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paperback. Condition: New. Ship out in 2 business day, And Fast shipping, Free Tracking number will be provided after the shipment.Paperback. Pub Date: November 2012 Pages: 734 in Publisher: People's Posts and Telecommunications Press Windows Game Programming Gurus (2nd Edition) is representative of the famous game programming guru Andr LaMothe. The book is divided into four parts. a total of 15 chapters and six appendices. Of motherhood. from the perspective of program design introduces all the knowledge required for game development in a Windows environment. including Win32 programming and DirectX all major components (including DirectDraw. DirectSound. DirectInput. and DirectMusic). Separate chapters. the book details taught 2D graphics and rasterization techniques. game algorithms. multithreaded programming. text games and parsing. artificial intelligence (including fuzzy logic. neural networks and genetic algorithms). physical modeling (full collision reaction. momentum transfer. and the pros and cons of the key technologies to the program development of kinematics) and real-time simulation game. Appendix section describes the contents of the book disc. how to install DirectX reviews the basics of math and trigonometry. C + + programming basics. game programming resources. as well as ASCII table. Windows Game Programming Gurus (2nd Edition) on the accompanying CD-ROM with all the program's source code in the book. Direct3D and General 3D articles and online books and numerous free material. Windows Game Programming Gurus (2nd Edition) for those who want to learn to read Windows Game Programming for professional game developers have some experience. but also has a high reference value. Contents: Windows Programming Fundamentals Chapter 1 Boundless Learning 1.1 1.2 Design Game 1.3 Genre historical glimpse 1.4 brainstorming 1.5 1.8 conventional game design document and storyboard constitute 1.6 to make the game interesting 1.7 games programming guide specification 1.9 the use of tools from preparation to completion - 1.10 1.11 an example of using the compiler: 2.1.1 earlier version of Chapter 2. Windows 2.1 Windows programming model origin FreakOut1.12 Summary Windows2.1.2 Windows 3.x2.1.3 Windows 952.1.4 Windows 982.1.5 Windows ME2.1.6 Windows XP2.1.7 Windows NT20002.1.8 Windows basic architecture: Win9XNT2.2 multi-tasking and multi-threading 2.2.1 2.2.2 event model 2.3 to get the thread according to the Microsoft style programming: Hungary symbolic notation 2.3.1 Variables named 2.3.2 function named 2.3.3 Type and constant naming naming 2.3.5 2.3.4 parameter naming the 2.4 world the most simple Windows program 2.4.1 always start from the WinMain () 2.4.2 program dissect reality 2.4.3 Select a message box 2.5 Windows 2.6 Windows class 2.7 applications registered Windows class 2.8 Creating a real-time event loop event handler window 2.9 2.10 main event loop 2.11 2.12 open multiple windows 2.13 Summary Chapter 3 Advanced Programming Windows 3.1 using the resources 3.1.1 integration of resources 3.1.2 3.1.3 3.1.4 to create a string table resources 3.1.5 Use the cursor resources using the icon resource. WAV sound resources 3.1.6 compiler creates RC file 3.2 use menu. create menu 3.2.1 3.2.2 loading menu the response the menu event messages 3.3 GDI (Graphics Device Interface) Introduction 3.3.1 regain 3.2.3 the WM_PAINT information 3.3.2 video display base and color (Video Display Basics and Color) 3.3. 3.3.4 The basic text of the 3 RGB palette mode display 3.4 deal with important events 3.4.1 Windows operating 3.4.2 handle keyboard events 3.4.3 handle mouse events 3.5 itself send message 3.6 Summary Chapter 4 Windows GDI. Controls and inspiration 4.1 the the Advanced GDI 4.1.1 opened the graphics device descriptor table hijab 4.1.2 colors. brushes and painting brush 4.1.3 to use brushes 4.1.4 brush 4.2 points. line. plane polygons and circles 4.2.1 draw point 4.2 .2 draw line segments 4.2.3 draw a rectangle round 4.2.5 timing above all 4.4.1 WM_TIMER mes. Seller Inventory # NE009218
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