By Allen Sherrod

ISBN-10: 1584505591

ISBN-13: 9781584505594

ISBN-10: 1584506202

ISBN-13: 9781584506201

Make your individual video games utilizing DirectX 10 and C++ with final online game Programming with DirectX, moment variation. Written for skilled programmers who are looking to examine DirectX 10 and the way to use it to video game production, this publication is going in-depth with DirectX 10 and every of its subsystems. the whole lot of the gamedevelopment technique is roofed and you may follow your current game-development abilities to the recent recommendations and instruments lined within the e-book. starting with an advent to DirectX and Direct3D, you are going to paintings your approach via graphical interfaces, animation paths,advanced lights and shadows,various surfacemapping strategies, or even sound. One subject is roofed in line with bankruptcy and end-of-chapter questions assist you perform and strengthen your new skills.Whether you are a present gamedevelopment pupil or a qualified developer, you will discover the data and strategies you must achieve a transparent knowing of online game programming with DirectX 10.

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Extra info for Ultimate Game Programming with DirectX Second Edition

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The Direct3D 10 core uses the DXGI for you. You have the option of talking directly to the DXGI, allowing you to bypass the Direct3D 10 core, which can be useful if your application needs direct control over the enumeration, acquiring, and control of graphics-related devices. We saw an example of the DXGI in the function D3D10CreateDeviceAndSwapChain(), where the first parameter is an adapter that can be used to enumerate multiple GPU devices. Advanced use of the DXGI is beyond the scope of this book.

Typedef enum D3D10_PRIMITIVE_TOPOLOGY { D3D10_PRIMITIVE_TOPOLOGY_UNDEFINED = 0, D3D10_PRIMITIVE_TOPOLOGY_POINTLIST = 1, D3D10_PRIMITIVE_TOPOLOGY_LINELIST = 2, D3D10_PRIMITIVE_TOPOLOGY_LINESTRIP = 3, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST = 4, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP = 5, D3D10_PRIMITIVE_TOPOLOGY_LINELIST_ADJ = 10, D3D10_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ = 11, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ = 12, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ = 13, } D3D10_PRIMITIVE_TOPOLOGY; Once the input layout, vertex buffer, and topology have been set, the last step is to draw the actual geometry.

Since this g_technique = g_shader->GetTechniqueByName("PassThrough"); // Create the geometry. The layout of each vertex is made up // of just a position so that is all we need. 5f) } }; // Create the vertex buffer. pSysMem = vertices; hr = g_d3dDevice->CreateBuffer(&buffDesc, &resData, &g_vertexBuffer); if(FAILED(hr)) return false; return true; } The next function is the rendering function. The rendering function from the Primitives demo application starts by clearing the rendering target for the screen.

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Ultimate Game Programming with DirectX Second Edition by Allen Sherrod


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